Asked modifications and unit test
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8ebd48442e
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@ -173,12 +173,9 @@ void M3DExporter::doExport (
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// recursive node walker
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void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
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{
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unsigned int i, j, k, l, n, idx;
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aiMatrix4x4 nm = m * pNode->mTransformation;
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m3dv_t vertex;
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m3dti_t ti;
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for(i = 0; i < pNode->mNumMeshes; i++) {
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for(unsigned int i = 0; i < pNode->mNumMeshes; i++) {
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const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
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unsigned int mi = (M3D_INDEX)-1U;
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if(mScene->mMaterials) {
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@ -186,7 +183,8 @@ void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
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mi = addMaterial(mScene->mMaterials[mesh->mMaterialIndex]);
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}
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// iterate through the mesh faces
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for(j = 0; j < mesh->mNumFaces; j++) {
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for(unsigned int j = 0; j < mesh->mNumFaces; j++) {
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unsigned int n;
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const aiFace* face = &(mesh->mFaces[j]);
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// only triangle meshes supported for now
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if(face->mNumIndices != 3) {
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@ -204,9 +202,12 @@ void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
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m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
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m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U;
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m3d->face[n].materialid = mi;
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for(k = 0; k < face->mNumIndices; k++) {
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for(unsigned int k = 0; k < face->mNumIndices; k++) {
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// get the vertex's index
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l = face->mIndices[k];
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unsigned int l = face->mIndices[k];
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unsigned int idx;
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m3dv_t vertex;
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m3dti_t ti;
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// multiply the position vector by the transformation matrix
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aiVector3D v = mesh->mVertices[l];
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v *= nm;
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@ -245,7 +246,7 @@ void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
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}
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}
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// repeat for the children nodes
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for (i = 0; i < pNode->mNumChildren; i++) {
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for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
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NodeWalk(pNode->mChildren[i], nm);
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}
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}
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@ -60,7 +60,7 @@ typedef struct {
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} aiMatProp;
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/* --- Scalar Properties --- !!!!! must match m3d_propertytypes !!!!! */
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static aiMatProp aiProps[] = {
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static const aiMatProp aiProps[] = {
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{ AI_MATKEY_COLOR_DIFFUSE }, /* m3dp_Kd */
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{ AI_MATKEY_COLOR_AMBIENT }, /* m3dp_Ka */
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{ AI_MATKEY_COLOR_SPECULAR }, /* m3dp_Ks */
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@ -82,7 +82,7 @@ static aiMatProp aiProps[] = {
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};
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/* --- Texture Map Properties --- !!!!! must match m3d_propertytypes !!!!! */
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static aiMatProp aiTxProps[] = {
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static const aiMatProp aiTxProps[] = {
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{ AI_MATKEY_TEXTURE_DIFFUSE(0) }, /* m3dp_map_Kd */
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{ AI_MATKEY_TEXTURE_AMBIENT(0) }, /* m3dp_map_Ka */
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{ AI_MATKEY_TEXTURE_SPECULAR(0) }, /* m3dp_map_Ks */
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@ -2144,6 +2144,10 @@ void _m3d_inv(M3D_FLOAT *m)
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memcpy(m, &r, sizeof(r));
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}
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/* compose a coloumn major 4 x 4 matrix from vec3 position and vec4 orientation/rotation quaternion */
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#ifndef M3D_EPSILON
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/* carefully choosen for IEEE 754 don't change */
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#define M3D_EPSILON ((M3D_FLOAT)1e-7)
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#endif
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void _m3d_mat(M3D_FLOAT *r, m3dv_t *p, m3dv_t *q)
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{
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if(q->x == (M3D_FLOAT)0.0 && q->y == (M3D_FLOAT)0.0 && q->z >=(M3D_FLOAT) 0.7071065 && q->z <= (M3D_FLOAT)0.7071075 &&
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@ -2151,15 +2155,15 @@ void _m3d_mat(M3D_FLOAT *r, m3dv_t *p, m3dv_t *q)
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r[ 1] = r[ 2] = r[ 4] = r[ 6] = r[ 8] = r[ 9] = (M3D_FLOAT)0.0;
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r[ 0] = r[ 5] = r[10] = (M3D_FLOAT)-1.0;
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} else {
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r[ 0] = 1 - 2 * (q->y * q->y + q->z * q->z); if(r[ 0]>(M3D_FLOAT)-1e-7 && r[ 0]<(M3D_FLOAT)1e-7) r[ 0]=(M3D_FLOAT)0.0;
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r[ 1] = 2 * (q->x * q->y - q->z * q->w); if(r[ 1]>(M3D_FLOAT)-1e-7 && r[ 1]<(M3D_FLOAT)1e-7) r[ 1]=(M3D_FLOAT)0.0;
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r[ 2] = 2 * (q->x * q->z + q->y * q->w); if(r[ 2]>(M3D_FLOAT)-1e-7 && r[ 2]<(M3D_FLOAT)1e-7) r[ 2]=(M3D_FLOAT)0.0;
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r[ 4] = 2 * (q->x * q->y + q->z * q->w); if(r[ 4]>(M3D_FLOAT)-1e-7 && r[ 4]<(M3D_FLOAT)1e-7) r[ 4]=(M3D_FLOAT)0.0;
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r[ 5] = 1 - 2 * (q->x * q->x + q->z * q->z); if(r[ 5]>(M3D_FLOAT)-1e-7 && r[ 5]<(M3D_FLOAT)1e-7) r[ 5]=(M3D_FLOAT)0.0;
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r[ 6] = 2 * (q->y * q->z - q->x * q->w); if(r[ 6]>(M3D_FLOAT)-1e-7 && r[ 6]<(M3D_FLOAT)1e-7) r[ 6]=(M3D_FLOAT)0.0;
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r[ 8] = 2 * (q->x * q->z - q->y * q->w); if(r[ 8]>(M3D_FLOAT)-1e-7 && r[ 8]<(M3D_FLOAT)1e-7) r[ 8]=(M3D_FLOAT)0.0;
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r[ 9] = 2 * (q->y * q->z + q->x * q->w); if(r[ 9]>(M3D_FLOAT)-1e-7 && r[ 9]<(M3D_FLOAT)1e-7) r[ 9]=(M3D_FLOAT)0.0;
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r[10] = 1 - 2 * (q->x * q->x + q->y * q->y); if(r[10]>(M3D_FLOAT)-1e-7 && r[10]<(M3D_FLOAT)1e-7) r[10]=(M3D_FLOAT)0.0;
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r[ 0] = 1 - 2 * (q->y * q->y + q->z * q->z); if(r[ 0]>-M3D_EPSILON && r[ 0]<M3D_EPSILON) r[ 0]=(M3D_FLOAT)0.0;
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r[ 1] = 2 * (q->x * q->y - q->z * q->w); if(r[ 1]>-M3D_EPSILON && r[ 1]<M3D_EPSILON) r[ 1]=(M3D_FLOAT)0.0;
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r[ 2] = 2 * (q->x * q->z + q->y * q->w); if(r[ 2]>-M3D_EPSILON && r[ 2]<M3D_EPSILON) r[ 2]=(M3D_FLOAT)0.0;
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r[ 4] = 2 * (q->x * q->y + q->z * q->w); if(r[ 4]>-M3D_EPSILON && r[ 4]<M3D_EPSILON) r[ 4]=(M3D_FLOAT)0.0;
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r[ 5] = 1 - 2 * (q->x * q->x + q->z * q->z); if(r[ 5]>-M3D_EPSILON && r[ 5]<M3D_EPSILON) r[ 5]=(M3D_FLOAT)0.0;
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r[ 6] = 2 * (q->y * q->z - q->x * q->w); if(r[ 6]>-M3D_EPSILON && r[ 6]<M3D_EPSILON) r[ 6]=(M3D_FLOAT)0.0;
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r[ 8] = 2 * (q->x * q->z - q->y * q->w); if(r[ 8]>-M3D_EPSILON && r[ 8]<M3D_EPSILON) r[ 8]=(M3D_FLOAT)0.0;
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r[ 9] = 2 * (q->y * q->z + q->x * q->w); if(r[ 9]>-M3D_EPSILON && r[ 9]<M3D_EPSILON) r[ 9]=(M3D_FLOAT)0.0;
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r[10] = 1 - 2 * (q->x * q->x + q->y * q->y); if(r[10]>-M3D_EPSILON && r[10]<M3D_EPSILON) r[10]=(M3D_FLOAT)0.0;
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}
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r[ 3] = p->x; r[ 7] = p->y; r[11] = p->z;
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r[12] = 0; r[13] = 0; r[14] = 0; r[15] = 1;
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@ -118,6 +118,7 @@ SET( IMPORTERS
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unit/utColladaImportExport.cpp
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unit/utCSMImportExport.cpp
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unit/utB3DImportExport.cpp
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unit/utM3DImportExport.cpp
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unit/utMDCImportExport.cpp
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unit/utAssbinImportExport.cpp
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unit/ImportExport/utAssjsonImportExport.cpp
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@ -1,14 +0,0 @@
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Model 3D Samples
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================
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aliveai_character.m3d - from Minetest aliveai mod (textures, animations, original 47k, m3d 2.5k)
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cube.m3d - smallest possible example, 119 bytes only
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cube_normals.m3d - cube with normal vectors, 159 bytes
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cube_usemtl.m3d - converted from Assimp sample OBJ by the same name, cube with materials
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cube_with_vertexcolors.m3d - converted from Assimp sample OBJ by the same name, cube with vertex colors
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cube_with_vertexcolors.a3d - same, but saved in ASCII variant with Windows line endings (\r\n)
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mobs_dwarves_character.m3d - from Minetest mobs_dwarves mod (with Assimp artifacts converted perfectly too...)
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suzanne.m3d - exported from Blender (monkey face, with normals and texture UVs and materials)
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WusonBlitz0.m3d - from Assimp sample by the same name (was 87k, triangle mesh) with int8 coordinates, minor quality degradation
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WusonBlitz1.m3d - same, but uses int16 coordinates (no noticable difference to the original, but just 35k)
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WusonBlitz2.m3d - same, but with 32 bit floating point numbers (same precision as the original, half the file size, 42k)
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Binary file not shown.
Binary file not shown.
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@ -0,0 +1,68 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UnitTestPCH.h"
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#include "SceneDiffer.h"
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#include "AbstractImportExportBase.h"
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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using namespace Assimp;
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class utM3DImportExport : public AbstractImportExportBase {
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public:
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virtual bool importerTest() {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/M3D/WusonBlitz0.m3d", aiProcess_ValidateDataStructure );
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#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
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return nullptr != scene;
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#else
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return nullptr == scene;
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#endif // ASSIMP_BUILD_NO_M3D_IMPORTER
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}
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};
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TEST_F( utM3DImportExport, importM3DFromFileTest ) {
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EXPECT_TRUE( importerTest() );
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}
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