Merge branch 'master' into Q1MDLgroup
commit
83c0dce075
|
@ -39,7 +39,7 @@ Take a look into the https://github.com/assimp/assimp/blob/master/Build.md file.
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### Ports ###
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* [Android](port/AndroidJNI/README.md)
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* [Python](port/PyAssimp/README.md)
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* [.NET](https://github.com/assimp/assimp-net)
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* [.NET](https://bitbucket.org/Starnick/assimpnet/src/master/)
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* [Pascal](port/AssimpPascal/Readme.md)
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* [Javascript (Alpha)](https://github.com/makc/assimp2json)
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* [Unity 3d Plugin](https://www.assetstore.unity3d.com/en/#!/content/91777)
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|
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@ -508,6 +508,12 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
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std::vector<int> uvIndices;
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ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
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if (uvIndices.size() > vertex_count) {
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FBXImporter::LogWarn(Formatter::format("trimming length of input array for ByPolygonVertex mapping: ")
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<< uvIndices.size() << ", expected " << vertex_count);
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uvIndices.resize(vertex_count);
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}
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if (uvIndices.size() != vertex_count) {
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FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygonVertex mapping: ")
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<< uvIndices.size() << ", expected " << vertex_count);
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@ -158,6 +158,9 @@ void HMPImporter::InternReadFile(const std::string &pFile,
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szBuffer[3] = ((char *)&iMagic)[3];
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szBuffer[4] = '\0';
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delete[] mBuffer;
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mBuffer = nullptr;
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// We're definitely unable to load this file
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throw DeadlyImportError("Unknown HMP subformat ", pFile,
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". Magic word (", szBuffer, ") is not known");
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@ -250,7 +250,7 @@ void MDCImporter::InternReadFile(
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// get the number of valid surfaces
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BE_NCONST MDC::Surface *pcSurface, *pcSurface2;
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pcSurface = pcSurface2 = new (mBuffer + pcHeader->ulOffsetSurfaces) MDC::Surface;
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pcSurface = pcSurface2 = reinterpret_cast<BE_NCONST MDC::Surface *>(mBuffer + pcHeader->ulOffsetSurfaces);
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unsigned int iNumShaders = 0;
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for (unsigned int i = 0; i < pcHeader->ulNumSurfaces; ++i) {
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// validate the surface header
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@ -260,7 +260,7 @@ void MDCImporter::InternReadFile(
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++pScene->mNumMeshes;
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}
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iNumShaders += pcSurface2->ulNumShaders;
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pcSurface2 = new ((int8_t *)pcSurface2 + pcSurface2->ulOffsetEnd) MDC::Surface;
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pcSurface2 = reinterpret_cast<BE_NCONST MDC::Surface *>((BE_NCONST int8_t *)pcSurface2 + pcSurface2->ulOffsetEnd);
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}
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aszShaders.reserve(iNumShaders);
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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@ -405,7 +405,7 @@ void MDCImporter::InternReadFile(
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pcFaceCur->mIndices[2] = iOutIndex + 0;
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}
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pcSurface = new ((int8_t *)pcSurface + pcSurface->ulOffsetEnd) MDC::Surface;
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pcSurface = reinterpret_cast<BE_NCONST MDC::Surface *>((BE_NCONST int8_t *)pcSurface + pcSurface->ulOffsetEnd);
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}
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// create a flat node graph with a root node and one child for each surface
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@ -500,7 +500,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
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}
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TempTriangle& t = triangles[g.triangles[i]];
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TempTriangle& t = triangles[g.triangles[j]];
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f.mIndices = new unsigned int[f.mNumIndices=3];
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for (unsigned int k = 0; k < 3; ++k,++n) {
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@ -508,7 +508,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
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}
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const TempVertex& v = vertices[t.indices[i]];
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const TempVertex& v = vertices[t.indices[k]];
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for(unsigned int a = 0; a < 4; ++a) {
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if (v.bone_id[a] != UINT_MAX) {
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if (v.bone_id[a] >= joints.size()) {
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@ -524,9 +524,9 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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// collect vertex components
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m->mVertices[n] = v.pos;
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m->mNormals[n] = t.normals[i];
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m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0);
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f.mIndices[i] = n;
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m->mNormals[n] = t.normals[k];
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m->mTextureCoords[0][n] = aiVector3D(t.uv[k].x,1.f-t.uv[k].y,0.0);
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f.mIndices[k] = n;
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}
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}
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@ -813,6 +813,11 @@ struct Mesh : public Object {
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AccessorList position, normal, tangent;
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};
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std::vector<Target> targets;
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// extension: FB_ngon_encoding
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bool ngonEncoded;
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Primitive(): ngonEncoded(false) {}
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};
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std::vector<Primitive> primitives;
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@ -1108,6 +1113,7 @@ public:
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bool KHR_materials_clearcoat;
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bool KHR_materials_transmission;
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bool KHR_draco_mesh_compression;
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bool FB_ngon_encoding;
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} extensionsUsed;
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//! Keeps info about the required extensions
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@ -507,6 +507,20 @@ namespace glTF2 {
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Mesh::Primitive& p = m.primitives[i];
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Value prim;
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prim.SetObject();
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// Extensions
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if (p.ngonEncoded)
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{
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Value exts;
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exts.SetObject();
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Value FB_ngon_encoding;
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FB_ngon_encoding.SetObject();
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exts.AddMember(StringRef("FB_ngon_encoding"), FB_ngon_encoding, w.mAl);
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prim.AddMember("extensions", exts, w.mAl);
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}
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{
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prim.AddMember("mode", Value(int(p.mode)).Move(), w.mAl);
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@ -874,6 +888,10 @@ namespace glTF2 {
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if (this->mAsset.extensionsUsed.KHR_materials_transmission) {
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exts.PushBack(StringRef("KHR_materials_transmission"), mAl);
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}
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if (this->mAsset.extensionsUsed.FB_ngon_encoding) {
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exts.PushBack(StringRef("FB_ngon_encoding"), mAl);
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}
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}
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if (!exts.Empty())
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@ -97,6 +97,9 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai
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mAsset.reset( new Asset( pIOSystem ) );
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// Always on as our triangulation process is aware of this type of encoding
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mAsset->extensionsUsed.FB_ngon_encoding = true;
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if (isBinary) {
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mAsset->SetAsBinary();
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}
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@ -955,6 +958,7 @@ void glTF2Exporter::ExportMeshes()
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m->name = name;
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p.material = mAsset->materials.Get(aim->mMaterialIndex);
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p.ngonEncoded = (aim->mPrimitiveTypes & aiPrimitiveType_NGONEncodingFlag) != 0;
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/******************* Vertices ********************/
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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@ -76,6 +76,87 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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namespace {
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/**
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* @brief Helper struct used to simplify NGON encoding functions.
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*/
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struct NGONEncoder {
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NGONEncoder() : mLastNGONFirstIndex((unsigned int)-1) {}
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/**
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* @brief Encode the current triangle, and make sure it is recognized as a triangle.
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*
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* This method will rotate indices in tri if needed in order to avoid tri to be considered
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* part of the previous ngon. This method is to be used whenever you want to emit a real triangle,
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* and make sure it is seen as a triangle.
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*
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* @param tri Triangle to encode.
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*/
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void ngonEncodeTriangle(aiFace * tri) {
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ai_assert(tri->mNumIndices == 3);
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// Rotate indices in new triangle to avoid ngon encoding false ngons
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// Otherwise, the new triangle would be considered part of the previous NGON.
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if (isConsideredSameAsLastNgon(tri)) {
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std::swap(tri->mIndices[0], tri->mIndices[2]);
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std::swap(tri->mIndices[1], tri->mIndices[2]);
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}
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mLastNGONFirstIndex = tri->mIndices[0];
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}
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/**
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* @brief Encode a quad (2 triangles) in ngon encoding, and make sure they are seen as a single ngon.
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*
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* @param tri1 First quad triangle
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* @param tri2 Second quad triangle
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*
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* @pre Triangles must be properly fanned from the most appropriate vertex.
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*/
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void ngonEncodeQuad(aiFace *tri1, aiFace *tri2) {
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ai_assert(tri1->mNumIndices == 3);
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ai_assert(tri2->mNumIndices == 3);
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ai_assert(tri1->mIndices[0] == tri2->mIndices[0]);
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// If the selected fanning vertex is the same as the previously
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// emitted ngon, we use the opposite vertex which also happens to work
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// for tri-fanning a concave quad.
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// ref: https://github.com/assimp/assimp/pull/3695#issuecomment-805999760
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if (isConsideredSameAsLastNgon(tri1)) {
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// Right-rotate indices for tri1 (index 2 becomes the new fanning vertex)
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std::swap(tri1->mIndices[0], tri1->mIndices[2]);
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std::swap(tri1->mIndices[1], tri1->mIndices[2]);
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// Left-rotate indices for tri2 (index 2 becomes the new fanning vertex)
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std::swap(tri2->mIndices[1], tri2->mIndices[2]);
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std::swap(tri2->mIndices[0], tri2->mIndices[2]);
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ai_assert(tri1->mIndices[0] == tri2->mIndices[0]);
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}
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mLastNGONFirstIndex = tri1->mIndices[0];
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}
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||||
/**
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* @brief Check whether this triangle would be considered part of the lastly emitted ngon or not.
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*
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* @param tri Current triangle.
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* @return true If used as is, this triangle will be part of last ngon.
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* @return false If used as is, this triangle is not considered part of the last ngon.
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*/
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bool isConsideredSameAsLastNgon(const aiFace * tri) const {
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ai_assert(tri->mNumIndices == 3);
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return tri->mIndices[0] == mLastNGONFirstIndex;
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}
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||||
private:
|
||||
unsigned int mLastNGONFirstIndex;
|
||||
};
|
||||
|
||||
}
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||||
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||||
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||||
// ------------------------------------------------------------------------------------------------
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||||
// Constructor to be privately used by Importer
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TriangulateProcess::TriangulateProcess()
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||||
|
@ -175,10 +256,15 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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||||
pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
|
||||
|
||||
// The mesh becomes NGON encoded now, during the triangulation process.
|
||||
pMesh->mPrimitiveTypes |= aiPrimitiveType_NGONEncodingFlag;
|
||||
|
||||
aiFace* out = new aiFace[numOut](), *curOut = out;
|
||||
std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
|
||||
std::vector<aiVector2D> temp_verts(max_out+2);
|
||||
|
||||
NGONEncoder ngonEncoder;
|
||||
|
||||
// Apply vertex colors to represent the face winding?
|
||||
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
||||
if (!pMesh->mColors[0])
|
||||
|
@ -220,8 +306,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
aiFace& nface = *curOut++;
|
||||
nface.mNumIndices = face.mNumIndices;
|
||||
nface.mIndices = face.mIndices;
|
||||
|
||||
face.mIndices = nullptr;
|
||||
|
||||
// points and lines don't require ngon encoding (and are not supported either!)
|
||||
if (nface.mNumIndices == 3) ngonEncoder.ngonEncodeTriangle(&nface);
|
||||
|
||||
continue;
|
||||
}
|
||||
// optimized code for quadrilaterals
|
||||
|
@ -274,6 +363,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
|
||||
// prevent double deletion of the indices field
|
||||
face.mIndices = nullptr;
|
||||
|
||||
ngonEncoder.ngonEncodeQuad(&nface, &sface);
|
||||
|
||||
continue;
|
||||
}
|
||||
else
|
||||
|
@ -284,7 +376,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
// modeling suite to make extensive use of highly concave, monster polygons ...
|
||||
// so we need to apply the full 'ear cutting' algorithm to get it right.
|
||||
|
||||
// RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
|
||||
// REQUIREMENT: polygon is expected to be simple and *nearly* planar.
|
||||
// We project it onto a plane to get a 2d triangle.
|
||||
|
||||
// Collect all vertices of of the polygon.
|
||||
|
@ -508,6 +600,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
i[0] = idx[i[0]];
|
||||
i[1] = idx[i[1]];
|
||||
i[2] = idx[i[2]];
|
||||
|
||||
// IMPROVEMENT: Polygons are not supported yet by this ngon encoding + triangulation step.
|
||||
// So we encode polygons as regular triangles. No way to reconstruct the original
|
||||
// polygon in this case.
|
||||
ngonEncoder.ngonEncodeTriangle(f);
|
||||
++f;
|
||||
}
|
||||
|
||||
|
|
|
@ -97,7 +97,7 @@ inline T getEpsilon() {
|
|||
/// @brief Will return the constant PI for the requested type.
|
||||
/// @return Pi
|
||||
template<class T>
|
||||
inline T PI() {
|
||||
inline T aiPi() {
|
||||
return static_cast<T>(3.14159265358979323846);
|
||||
}
|
||||
|
||||
|
|
|
@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
namespace Assimp {
|
||||
|
||||
/// @brief Will find a node by its name.
|
||||
struct find_node_by_name_predicate {
|
||||
std::string mName;
|
||||
find_node_by_name_predicate(const std::string &name) :
|
||||
|
@ -88,7 +89,11 @@ public:
|
|||
}
|
||||
|
||||
void clear() {
|
||||
mData.resize(0);
|
||||
if(mData.empty()) {
|
||||
mDoc = nullptr;
|
||||
return;
|
||||
}
|
||||
mData.clear();
|
||||
delete mDoc;
|
||||
mDoc = nullptr;
|
||||
}
|
||||
|
|
|
@ -398,6 +398,24 @@ enum aiPrimitiveType {
|
|||
*/
|
||||
aiPrimitiveType_POLYGON = 0x8,
|
||||
|
||||
/**
|
||||
* A flag to determine whether this triangles only mesh is NGON encoded.
|
||||
*
|
||||
* NGON encoding is a special encoding that tells whether 2 or more consecutive triangles
|
||||
* should be considered as a triangle fan. This is identified by looking at the first vertex index.
|
||||
* 2 consecutive triangles with the same 1st vertex index are part of the same
|
||||
* NGON.
|
||||
*
|
||||
* At the moment, only quads (concave or convex) are supported, meaning that polygons are 'seen' as
|
||||
* triangles, as usual after a triangulation pass.
|
||||
*
|
||||
* To get an NGON encoded mesh, please use the aiProcess_Triangulate post process.
|
||||
*
|
||||
* @see aiProcess_Triangulate
|
||||
* @link https://github.com/KhronosGroup/glTF/pull/1620
|
||||
*/
|
||||
aiPrimitiveType_NGONEncodingFlag = 0x10,
|
||||
|
||||
/** This value is not used. It is just here to force the
|
||||
* compiler to map this enum to a 32 Bit integer.
|
||||
*/
|
||||
|
|
|
@ -57,7 +57,7 @@ protected:
|
|||
aiMatrix4x4 get_predetermined_transformation_matrix_for_decomposition() const {
|
||||
aiMatrix4x4 t, r;
|
||||
aiMatrix4x4::Translation(aiVector3D(14,-25,-8), t);
|
||||
aiMatrix4x4::Rotation(Math::PI<float>() / 4.0f, aiVector3D(1).Normalize(), r);
|
||||
aiMatrix4x4::Rotation(Math::aiPi<float>() / 4.0f, aiVector3D(1).Normalize(), r);
|
||||
return t * r;
|
||||
}
|
||||
|
||||
|
|
|
@ -59,7 +59,7 @@ TEST_F(AssimpAPITest_aiQuaternion, aiCreateQuaternionFromMatrixTest) {
|
|||
// to prevent running into division by zero.
|
||||
aiMatrix3x3 m, r;
|
||||
aiMatrix3x3::Translation(aiVector2D(14,-25), m);
|
||||
aiMatrix3x3::RotationZ(Math::PI<float>() / 4.0f, r);
|
||||
aiMatrix3x3::RotationZ(Math::aiPi<float>() / 4.0f, r);
|
||||
m = m * r;
|
||||
|
||||
result_cpp = aiQuaternion(m);
|
||||
|
@ -127,8 +127,8 @@ TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionInterpolateTest) {
|
|||
// Use predetermined quaternions to prevent division by zero
|
||||
// during slerp calculations.
|
||||
const float INTERPOLATION(0.5f);
|
||||
const auto q1 = aiQuaternion(aiVector3D(-1,1,1).Normalize(), Math::PI<float>() / 4.0f);
|
||||
const auto q2 = aiQuaternion(aiVector3D(1,2,1).Normalize(), Math::PI<float>() / 2.0f);
|
||||
const auto q1 = aiQuaternion(aiVector3D(-1,1,1).Normalize(), Math::aiPi<float>() / 4.0f);
|
||||
const auto q2 = aiQuaternion(aiVector3D(1,2,1).Normalize(), Math::aiPi<float>() / 2.0f);
|
||||
aiQuaternion::Interpolate(result_cpp, q1, q2, INTERPOLATION);
|
||||
aiQuaternionInterpolate(&result_c, &q1, &q2, INTERPOLATION);
|
||||
EXPECT_EQ(result_cpp, result_c);
|
||||
|
|
|
@ -51,6 +51,6 @@ const float AssimpMathTest::Epsilon = Math::getEpsilon<float>();
|
|||
RandomUniformFloatGenerator AssimpMathTest::RandNonZero(1.0f, 100.0f);
|
||||
|
||||
// Initialize with an interval of [-PI,PI] inclusively.
|
||||
RandomUniformFloatGenerator AssimpMathTest::RandPI(-Math::PI<float>(), Math::PI<float>());
|
||||
RandomUniformFloatGenerator AssimpMathTest::RandPI(-Math::aiPi<float>(), Math::aiPi<float>());
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue