Merge branch 'master' into master

pull/1683/head
Christian Meurin 2018-01-15 19:10:14 -08:00 committed by GitHub
commit 86fa0f4524
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14 changed files with 12621 additions and 101 deletions

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@ -702,6 +702,7 @@ ADD_ASSIMP_IMPORTER( MMD
)
SET( Step_SRCS
STEPFile.h
StepExporter.h
StepExporter.cpp
)

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@ -241,6 +241,10 @@ private:
// ------------------------------------------------------------------------------------------------
aiColor3D GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
bool& result );
aiColor3D GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName,
const std::string& factorName, bool& result, bool useTemplate=true );
aiColor3D GetColorProperty( const PropertyTable& props, const std::string& colorName,
bool& result, bool useTemplate=true );
// ------------------------------------------------------------------------------------------------
void SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props );
@ -1716,7 +1720,7 @@ unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeo
aiString str;
// stip Material:: prefix
// strip Material:: prefix
std::string name = material.Name();
if ( name.substr( 0, 10 ) == "Material::" ) {
name = name.substr( 10 );
@ -2077,40 +2081,62 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureM
TrySetTextureProperties( out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh );
}
aiColor3D Converter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
bool& result )
aiColor3D Converter::GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName,
const std::string& factorName, bool& result, bool useTemplate )
{
result = true;
bool ok;
const aiVector3D& Diffuse = PropertyGet<aiVector3D>( props, baseName, ok );
if ( ok ) {
return aiColor3D( Diffuse.x, Diffuse.y, Diffuse.z );
}
else {
aiVector3D DiffuseColor = PropertyGet<aiVector3D>( props, baseName + "Color", ok );
if ( ok ) {
float DiffuseFactor = PropertyGet<float>( props, baseName + "Factor", ok );
if ( ok ) {
DiffuseColor *= DiffuseFactor;
}
return aiColor3D( DiffuseColor.x, DiffuseColor.y, DiffuseColor.z );
}
}
aiVector3D BaseColor = PropertyGet<aiVector3D>( props, colorName, ok, useTemplate );
if ( ! ok ) {
result = false;
return aiColor3D( 0.0f, 0.0f, 0.0f );
}
// if no factor name, return the colour as is
if ( factorName.empty() ) {
return aiColor3D( BaseColor.x, BaseColor.y, BaseColor.z );
}
// otherwise it should be multiplied by the factor, if found.
float factor = PropertyGet<float>( props, factorName, ok, useTemplate );
if ( ok ) {
BaseColor *= factor;
}
return aiColor3D( BaseColor.x, BaseColor.y, BaseColor.z );
}
aiColor3D Converter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
bool& result )
{
return GetColorPropertyFactored( props, baseName + "Color", baseName + "Factor", result, true );
}
aiColor3D Converter::GetColorProperty( const PropertyTable& props, const std::string& colorName,
bool& result, bool useTemplate )
{
result = true;
bool ok;
const aiVector3D& ColorVec = PropertyGet<aiVector3D>( props, colorName, ok, useTemplate );
if ( ! ok ) {
result = false;
return aiColor3D( 0.0f, 0.0f, 0.0f );
}
return aiColor3D( ColorVec.x, ColorVec.y, ColorVec.z );
}
void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props )
{
// set shading properties. There are various, redundant ways in which FBX materials
// specify their shading settings (depending on shading models, prop
// template etc.). No idea which one is right in a particular context.
// Just try to make sense of it - there's no spec to verify this against,
// so why should we.
// Set shading properties.
// Modern FBX Files have two separate systems for defining these,
// with only the more comprehensive one described in the property template.
// Likely the other values are a legacy system,
// which is still always exported by the official FBX SDK.
//
// Blender's FBX import and export mostly ignore this legacy system,
// and as we only support recent versions of FBX anyway, we can do the same.
bool ok;
const aiColor3D& Diffuse = GetColorPropertyFromMaterial( props, "Diffuse", ok );
if ( ok ) {
out_mat->AddProperty( &Diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
@ -2126,29 +2152,64 @@ void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyT
out_mat->AddProperty( &Ambient, 1, AI_MATKEY_COLOR_AMBIENT );
}
const aiColor3D& Specular = GetColorPropertyFromMaterial( props, "Specular", ok );
// we store specular factor as SHININESS_STRENGTH, so just get the color
const aiColor3D& Specular = GetColorProperty( props, "SpecularColor", ok, true );
if ( ok ) {
out_mat->AddProperty( &Specular, 1, AI_MATKEY_COLOR_SPECULAR );
}
// and also try to get SHININESS_STRENGTH
const float SpecularFactor = PropertyGet<float>( props, "SpecularFactor", ok, true );
if ( ok ) {
out_mat->AddProperty( &SpecularFactor, 1, AI_MATKEY_SHININESS_STRENGTH );
}
// and the specular exponent
const float ShininessExponent = PropertyGet<float>( props, "ShininessExponent", ok );
if ( ok ) {
out_mat->AddProperty( &ShininessExponent, 1, AI_MATKEY_SHININESS );
}
// TransparentColor / TransparencyFactor... gee thanks FBX :rolleyes:
const aiColor3D& Transparent = GetColorPropertyFactored( props, "TransparentColor", "TransparencyFactor", ok );
float CalculatedOpacity = 1.0;
if ( ok ) {
out_mat->AddProperty( &Transparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
// as calculated by FBX SDK 2017:
CalculatedOpacity = 1.0 - ((Transparent.r + Transparent.g + Transparent.b) / 3.0);
}
// use of TransparencyFactor is inconsistent.
// Maya always stores it as 1.0,
// so we can't use it to set AI_MATKEY_OPACITY.
// Blender is more sensible and stores it as the alpha value.
// However both the FBX SDK and Blender always write an additional
// legacy "Opacity" field, so we can try to use that.
//
// If we can't find it,
// we can fall back to the value which the FBX SDK calculates
// from transparency colour (RGB) and factor (F) as
// 1.0 - F*((R+G+B)/3).
//
// There's no consistent way to interpret this opacity value,
// so it's up to clients to do the correct thing.
const float Opacity = PropertyGet<float>( props, "Opacity", ok );
if ( ok ) {
out_mat->AddProperty( &Opacity, 1, AI_MATKEY_OPACITY );
}
const float Reflectivity = PropertyGet<float>( props, "Reflectivity", ok );
if ( ok ) {
out_mat->AddProperty( &Reflectivity, 1, AI_MATKEY_REFLECTIVITY );
else if ( CalculatedOpacity != 1.0 ) {
out_mat->AddProperty( &CalculatedOpacity, 1, AI_MATKEY_OPACITY );
}
const float Shininess = PropertyGet<float>( props, "Shininess", ok );
// reflection color and factor are stored separately
const aiColor3D& Reflection = GetColorProperty( props, "ReflectionColor", ok, true );
if ( ok ) {
out_mat->AddProperty( &Shininess, 1, AI_MATKEY_SHININESS_STRENGTH );
out_mat->AddProperty( &Reflection, 1, AI_MATKEY_COLOR_REFLECTIVE );
}
const float ShininessExponent = PropertyGet<float>( props, "ShininessExponent", ok );
float ReflectionFactor = PropertyGet<float>( props, "ReflectionFactor", ok, true );
if ( ok ) {
out_mat->AddProperty( &ShininessExponent, 1, AI_MATKEY_SHININESS );
out_mat->AddProperty( &ReflectionFactor, 1, AI_MATKEY_REFLECTIVITY );
}
const float BumpFactor = PropertyGet<float>(props, "BumpFactor", ok);

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@ -148,12 +148,24 @@ T PropertyGet(const PropertyTable& in, const std::string& name, const T& default
// ------------------------------------------------------------------------------------------------
template <typename T>
inline
T PropertyGet(const PropertyTable& in, const std::string& name, bool& result) {
const Property* const prop = in.Get(name);
T PropertyGet(const PropertyTable& in, const std::string& name, bool& result, bool useTemplate=false ) {
const Property* prop = in.Get(name);
if( nullptr == prop) {
if ( ! useTemplate ) {
result = false;
return T();
}
const PropertyTable* templ = in.TemplateProps();
if ( nullptr == templ ) {
result = false;
return T();
}
prop = templ->Get(name);
if ( nullptr == prop ) {
result = false;
return T();
}
}
// strong typing, no need to be lenient
const TypedProperty<T>* const tprop = prop->As< TypedProperty<T> >();

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@ -59,7 +59,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "IFCUtil.h"
#include <assimp/MemoryIOWrapper.h>
#include "code/MemoryIOWrapper.h"
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <assimp/importerdesc.h>

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@ -43,7 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief STEP character handling, string un-escaping
*/
#include "STEPFileEncoding.h"
#include <assimp/fast_atof.h>
#include "code/fast_atof.h"
#include <contrib/utf8cpp/source/utf8.h>
#include <memory>

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@ -46,8 +46,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "STEPFileReader.h"
#include "STEPFileEncoding.h"
#include <assimp/TinyFormatter.h>
#include <assimp/fast_atof.h>
#include "code/TinyFormatter.h"
#include "code/fast_atof.h"
#include <memory>

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@ -169,7 +169,7 @@ corresponding preprocessor flag to selectively disable formats.
# include "NDOLoader.h"
#endif
#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
# include "IFCLoader.h"
# include "Importer/IFC/IFCLoader.h"
#endif
#ifndef ASSIMP_BUILD_NO_XGL_IMPORTER
# include "XGLLoader.h"

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@ -364,17 +364,16 @@ namespace STEP {
// -------------------------------------------------------------------------------
class ConversionSchema
{
public:
struct SchemaEntry {
SchemaEntry( const char *name, ConvertObjectProc func )
: name(name)
, func(func)
{}
: mName( name )
, mFunc(func) {
// empty
}
const char* name;
ConvertObjectProc func;
const char* mName;
ConvertObjectProc mFunc;
};
typedef std::map<std::string,ConvertObjectProc> ConverterMap;
@ -410,7 +409,7 @@ namespace STEP {
const ConversionSchema& operator=( const SchemaEntry (& schemas)[N]) {
for(size_t i = 0; i < N; ++i ) {
const SchemaEntry& schema = schemas[i];
converters[schema.name] = schema.func;
converters[schema.mName] = schema.mFunc;
}
return *this;
}

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@ -849,16 +849,31 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
<td>aiColor3D</td>
<td>black (0,0,0)</td>
<td>Emissive color of the material. This is the amount of light emitted by the object. In real time applications it will usually not affect surrounding objects, but raytracing applications may wish to treat emissive objects as light sources. </td>
<td>---</tt></td>
<td>---</td>
</tr>
<tr>
<td><tt>COLOR_TRANSPARENT</tt></td>
<td>aiColor3D</td>
<td>black (0,0,0)</td>
<td>Defines the transparent color of the material, this is the color to be multiplied with the color of
translucent light to construct the final 'destination color' for a particular position in the screen buffer. T </td>
<td>---</tt></td>
<td>Defines the transparent color of the material, this is the color to be multiplied with the color of translucent light to construct the final 'destination color' for a particular position in the screen buffer.</td>
<td>---</td>
</tr>
<tr>
<td><tt>COLOR_REFLECTIVE</tt></td>
<td>aiColor3D</td>
<td>black (0,0,0)</td>
<td>Defines the reflective color of the material. This is typically scaled by the amount of incoming light from the direction of mirror reflection. Usually combined with an enviroment lightmap of some kind for real-time applications.</td>
<td>---</td>
</tr>
<tr>
<td><tt>REFLECTIVITY</tt></td>
<td>float</td>
<td>0.0</td>
<td>Scales the reflective color of the material.</td>
<td>---</td>
</tr>
<tr>
@ -866,7 +881,7 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
<td>int</td>
<td>false</td>
<td>Specifies whether wireframe rendering must be turned on for the material. 0 for false, !0 for true. </td>
<td>---</tt></td>
<td>---</td>
</tr>
<tr>

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@ -96,6 +96,7 @@ class Type:
def read(filename, silent=False):
schema = Schema()
print( "Try to read EXPRESS schema file" + filename)
with open(filename,'rt') as inp:
contents = inp.read()
types = re.findall(re_match_type,contents)

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@ -46,6 +46,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/types.h>
using namespace Assimp;
@ -67,3 +70,30 @@ TEST_F( utFBXImporterExporter, importBareBoxWithoutColorsAndTextureCoords ) {
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/FBX/box.fbx", aiProcess_ValidateDataStructure );
EXPECT_NE( nullptr, scene );
}
TEST_F( utFBXImporterExporter, importPhongMaterial ) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/FBX/phong_cube.fbx", aiProcess_ValidateDataStructure );
EXPECT_NE( nullptr, scene );
EXPECT_EQ( (unsigned int)1, scene->mNumMaterials );
const aiMaterial *mat = scene->mMaterials[0];
EXPECT_NE( nullptr, mat );
float f; aiColor3D c;
// phong_cube.fbx has all properties defined
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_DIFFUSE, c), aiReturn_SUCCESS );
EXPECT_EQ( c, aiColor3D(0.5, 0.25, 0.25) );
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_SPECULAR, c), aiReturn_SUCCESS );
EXPECT_EQ( c, aiColor3D(0.25, 0.25, 0.5) );
EXPECT_EQ( mat->Get(AI_MATKEY_SHININESS_STRENGTH, f), aiReturn_SUCCESS );
EXPECT_EQ( f, 0.5 );
EXPECT_EQ( mat->Get(AI_MATKEY_SHININESS, f), aiReturn_SUCCESS );
EXPECT_EQ( f, 10.0 );
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_AMBIENT, c), aiReturn_SUCCESS );
EXPECT_EQ( c, aiColor3D(0.125, 0.25, 0.25) );
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_EMISSIVE, c), aiReturn_SUCCESS );
EXPECT_EQ( c, aiColor3D(0.25, 0.125, 0.25) );
EXPECT_EQ( mat->Get(AI_MATKEY_COLOR_TRANSPARENT, c), aiReturn_SUCCESS );
EXPECT_EQ( c, aiColor3D(0.75, 0.5, 0.25) );
EXPECT_EQ( mat->Get(AI_MATKEY_OPACITY, f), aiReturn_SUCCESS );
EXPECT_EQ( f, 0.5 );
}