Merge branch 'master' into UnitTestBlenderSubdivision

pull/5345/head
Kim Kulling 2023-12-21 11:26:12 +01:00 committed by GitHub
commit 9465d01494
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29 changed files with 71 additions and 104 deletions

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@ -16,7 +16,7 @@ jobs:
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
name: [ubuntu-latest-g++, macos-latest-clang++, windows-latest-cl.exe, ubuntu-latest-clang++, ubuntu-gcc-hunter, macos-clang-hunter, windows-msvc-hunter] name: [ubuntu-latest-g++, macos-latest-clang++, windows-latest-cl.exe, ubuntu-latest-clang++]
# For Windows msvc, for Linux and macOS let's use the clang compiler, use gcc for Linux. # For Windows msvc, for Linux and macOS let's use the clang compiler, use gcc for Linux.
include: include:
- name: windows-latest-cl.exe - name: windows-latest-cl.exe
@ -35,15 +35,6 @@ jobs:
os: ubuntu-latest os: ubuntu-latest
cxx: g++ cxx: g++
cc: gcc cc: gcc
- name: ubuntu-gcc-hunter
os: ubuntu-latest
toolchain: ninja-gcc-cxx17-fpic
- name: macos-clang-hunter
os: macos-latest
toolchain: ninja-clang-cxx17-fpic
- name: windows-msvc-hunter
os: windows-latest
toolchain: ninja-vs-win64-cxx17
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
@ -55,25 +46,11 @@ jobs:
- uses: ilammy/msvc-dev-cmd@v1 - uses: ilammy/msvc-dev-cmd@v1
- name: Set Compiler Environment - name: Set Compiler Environment
if: "!endsWith(matrix.name, 'hunter')"
uses: lukka/set-shell-env@v1 uses: lukka/set-shell-env@v1
with: with:
CXX: ${{ matrix.cxx }} CXX: ${{ matrix.cxx }}
CC: ${{ matrix.cc }} CC: ${{ matrix.cc }}
- name: Set Compiler Environment for Hunter on Windows
if: startsWith(matrix.name, 'windows') && endsWith(matrix.name, 'hunter')
uses: lukka/set-shell-env@v1
with:
VS160COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\Common7\Tools
- name: Checkout Hunter toolchains
if: endsWith(matrix.name, 'hunter')
uses: actions/checkout@v4
with:
repository: cpp-pm/polly
path: cmake/polly
- name: Cache DX SDK - name: Cache DX SDK
id: dxcache id: dxcache
if: contains(matrix.name, 'windows') if: contains(matrix.name, 'windows')

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@ -43,6 +43,7 @@ cd assimp
cmake CMakeLists.txt cmake CMakeLists.txt
cmake --build . cmake --build .
``` ```
Note that by default this builds a shared library into the `bin` directory. If you want to build it as a static library see the build options at the bottom of this file.
### Build instructions for Windows with Visual-Studio ### Build instructions for Windows with Visual-Studio

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@ -15,10 +15,10 @@ Open Asset Import Library is a library to load various 3d file formats into a sh
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. 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.
Additionally, assimp features various __mesh post-processing tools__: normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials and many more. Additionally, assimp features various __mesh post-processing tools__: normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials and many more.
### Latest Doc's ### ### Documentation ###
Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/). Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/).
### Prebuild binaries ### ### Pre-built binaries ###
Please check our [Itchi Projectspace](https://kimkulling.itch.io/the-asset-importer-lib) Please check our [Itchi Projectspace](https://kimkulling.itch.io/the-asset-importer-lib)
If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb

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@ -593,7 +593,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,
// Cameras or lights define their transformation in their parent node and in the // Cameras or lights define their transformation in their parent node and in the
// corresponding light or camera chunks. However, we read and process the latter // corresponding light or camera chunks. However, we read and process the latter
// to to be able to return valid cameras/lights even if no scenegraph is given. // to be able to return valid cameras/lights even if no scenegraph is given.
for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) { for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) {
if (pcSOut->mCameras[n]->mName == pcOut->mName) { if (pcSOut->mCameras[n]->mName == pcOut->mName) {
pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f); pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f);

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@ -365,7 +365,7 @@ void Discreet3DSImporter::ParseChunk(const char *name, unsigned int num) {
// IMPLEMENTATION NOTE; // IMPLEMENTATION NOTE;
// Cameras or lights define their transformation in their parent node and in the // Cameras or lights define their transformation in their parent node and in the
// corresponding light or camera chunks. However, we read and process the latter // corresponding light or camera chunks. However, we read and process the latter
// to to be able to return valid cameras/lights even if no scenegraph is given. // to be able to return valid cameras/lights even if no scenegraph is given.
// get chunk type // get chunk type
switch (chunk.Flag) { switch (chunk.Flag) {

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@ -904,7 +904,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh &mesh, std::vector<aiMesh *> &avOutMes
ASSIMP_LOG_WARN("Material index is out of range"); ASSIMP_LOG_WARN("Material index is out of range");
} }
// If the material the mesh is assigned to is consisting of submeshes, split it // If the material the mesh is assigned to consists of submeshes, split it
if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) { if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) {
std::vector<ASE::Material> vSubMaterials = mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials; std::vector<ASE::Material> vSubMaterials = mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials;

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@ -50,11 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/version.h> #include <assimp/version.h>
#include <assimp/IOStream.hpp> #include <assimp/IOStream.hpp>
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB #include "zlib.h"
#include <zlib.h>
#else
#include "../contrib/zlib/zlib.h"
#endif
#include <ctime> #include <ctime>

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@ -297,7 +297,7 @@ void Structure ::Convert<Base>(
const FileDatabase &db) const { const FileDatabase &db) const {
// note: as per https://github.com/assimp/assimp/issues/128, // note: as per https://github.com/assimp/assimp/issues/128,
// reading the Object linked list recursively is prone to stack overflow. // reading the Object linked list recursively is prone to stack overflow.
// This structure converter is therefore an hand-written exception that // This structure converter is therefore a hand-written exception that
// does it iteratively. // does it iteratively.
const int initial_pos = db.reader->GetCurrentPos(); const int initial_pos = db.reader->GetCurrentPos();

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@ -1867,7 +1867,7 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector<Inp
///@note This function won't work correctly if both PerIndex and PerVertex channels have same channels. ///@note This function won't work correctly if both PerIndex and PerVertex channels have same channels.
///For example if TEXCOORD present in both <vertices> and <polylist> tags this function will create wrong uv coordinates. ///For example if TEXCOORD present in both <vertices> and <polylist> tags this function will create wrong uv coordinates.
///It's not clear from COLLADA documentation is this allowed or not. For now only exporter fixed to avoid such behavior ///It's not clear from COLLADA documentation whether this is allowed or not. For now only exporter fixed to avoid such behavior
void ColladaParser::CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset, Mesh &pMesh, void ColladaParser::CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset, Mesh &pMesh,
std::vector<InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices) { std::vector<InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices) {
// calculate the base offset of the vertex whose attributes we ant to copy // calculate the base offset of the vertex whose attributes we ant to copy

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@ -55,9 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/MathFunctions.h> #include <assimp/MathFunctions.h>
#include <assimp/StringComparison.h> #include <assimp/StringComparison.h>
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/CreateAnimMesh.h> #include <assimp/CreateAnimMesh.h>
#include <assimp/StringUtils.h> #include <assimp/StringUtils.h>
#include <assimp/commonMetaData.h> #include <assimp/commonMetaData.h>
@ -1206,7 +1204,7 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
const auto &curNormals = shapeGeometry->GetNormals(); const auto &curNormals = shapeGeometry->GetNormals();
const auto &curIndices = shapeGeometry->GetIndices(); const auto &curIndices = shapeGeometry->GetIndices();
//losing channel name if using shapeGeometry->Name() //losing channel name if using shapeGeometry->Name()
// if blendShapeChannel Name is empty or don't have a ".", add geoMetryName; // if blendShapeChannel Name is empty or doesn't have a ".", add geoMetryName;
auto aniName = FixAnimMeshName(blendShapeChannel->Name()); auto aniName = FixAnimMeshName(blendShapeChannel->Name());
auto geoMetryName = FixAnimMeshName(shapeGeometry->Name()); auto geoMetryName = FixAnimMeshName(shapeGeometry->Name());
if (aniName.empty()) { if (aniName.empty()) {
@ -1604,7 +1602,7 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo, const ai
void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const Cluster *cluster, void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const Cluster *cluster,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices, std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 & /* absolute_transform*/, std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
aiNode *) { aiNode *) {
ai_assert(cluster != nullptr); // make sure cluster valid ai_assert(cluster != nullptr); // make sure cluster valid
@ -1621,16 +1619,16 @@ void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const
bone = new aiBone(); bone = new aiBone();
bone->mName = bone_name; bone->mName = bone_name;
bone->mOffsetMatrix = cluster->Transform(); //bone->mOffsetMatrix = cluster->Transform();
// store local transform link for post processing // store local transform link for post processing
/*
bone->mOffsetMatrix = cluster->TransformLink(); bone->mOffsetMatrix = cluster->TransformLink();
bone->mOffsetMatrix.Inverse(); bone->mOffsetMatrix.Inverse();
aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform; const aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
*/
// //
// Now calculate the aiVertexWeights // Now calculate the aiVertexWeights
// //

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@ -84,7 +84,7 @@ Cluster::Cluster(uint64_t id, const Element& element, const Document& doc, const
transform = ReadMatrix(Transform); transform = ReadMatrix(Transform);
transformLink = ReadMatrix(TransformLink); transformLink = ReadMatrix(TransformLink);
// it is actually possible that there be Deformer's with no weights // it is actually possible that there are Deformer's with no weights
if (!!Indexes != !!Weights) { if (!!Indexes != !!Weights) {
DOMError("either Indexes or Weights are missing from Cluster",&element); DOMError("either Indexes or Weights are missing from Cluster",&element);
} }

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@ -1061,14 +1061,14 @@ aiMatrix4x4 get_world_transform(const aiNode* node, const aiScene* scene)
return transform; return transform;
} }
int64_t to_ktime(double ticks, const aiAnimation* anim) { inline int64_t to_ktime(double ticks, const aiAnimation* anim) {
if (anim->mTicksPerSecond <= 0) { if (anim->mTicksPerSecond <= 0) {
return static_cast<int64_t>(ticks) * FBX::SECOND; return static_cast<int64_t>(ticks) * FBX::SECOND;
} }
return (static_cast<int64_t>(ticks) / static_cast<int64_t>(anim->mTicksPerSecond)) * FBX::SECOND; return (static_cast<int64_t>(ticks / anim->mTicksPerSecond)) * FBX::SECOND;
} }
int64_t to_ktime(double time) { inline int64_t to_ktime(double time) {
return (static_cast<int64_t>(time * FBX::SECOND)); return (static_cast<int64_t>(time * FBX::SECOND));
} }
@ -2413,7 +2413,7 @@ void FBXExporter::WriteObjects ()
// position/translation // position/translation
for (size_t ki = 0; ki < na->mNumPositionKeys; ++ki) { for (size_t ki = 0; ki < na->mNumPositionKeys; ++ki) {
const aiVectorKey& k = na->mPositionKeys[ki]; const aiVectorKey& k = na->mPositionKeys[ki];
times.push_back(to_ktime(k.mTime)); times.push_back(to_ktime(k.mTime, anim));
xval.push_back(k.mValue.x); xval.push_back(k.mValue.x);
yval.push_back(k.mValue.y); yval.push_back(k.mValue.y);
zval.push_back(k.mValue.z); zval.push_back(k.mValue.z);
@ -2427,7 +2427,7 @@ void FBXExporter::WriteObjects ()
times.clear(); xval.clear(); yval.clear(); zval.clear(); times.clear(); xval.clear(); yval.clear(); zval.clear();
for (size_t ki = 0; ki < na->mNumRotationKeys; ++ki) { for (size_t ki = 0; ki < na->mNumRotationKeys; ++ki) {
const aiQuatKey& k = na->mRotationKeys[ki]; const aiQuatKey& k = na->mRotationKeys[ki];
times.push_back(to_ktime(k.mTime)); times.push_back(to_ktime(k.mTime, anim));
// TODO: aiQuaternion method to convert to Euler... // TODO: aiQuaternion method to convert to Euler...
aiMatrix4x4 m(k.mValue.GetMatrix()); aiMatrix4x4 m(k.mValue.GetMatrix());
aiVector3D qs, qr, qt; aiVector3D qs, qr, qt;
@ -2445,7 +2445,7 @@ void FBXExporter::WriteObjects ()
times.clear(); xval.clear(); yval.clear(); zval.clear(); times.clear(); xval.clear(); yval.clear(); zval.clear();
for (size_t ki = 0; ki < na->mNumScalingKeys; ++ki) { for (size_t ki = 0; ki < na->mNumScalingKeys; ++ki) {
const aiVectorKey& k = na->mScalingKeys[ki]; const aiVectorKey& k = na->mScalingKeys[ki];
times.push_back(to_ktime(k.mTime)); times.push_back(to_ktime(k.mTime, anim));
xval.push_back(k.mValue.x); xval.push_back(k.mValue.x);
yval.push_back(k.mValue.y); yval.push_back(k.mValue.y);
zval.push_back(k.mValue.z); zval.push_back(k.mValue.z);

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@ -367,7 +367,9 @@ Video::Video(uint64_t id, const Element &element, const Document &doc, const std
} }
Video::~Video() { Video::~Video() {
delete[] content; if (contentLength > 0) {
delete[] content;
}
} }
} //!FBX } //!FBX

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@ -467,9 +467,9 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
std::vector<int> uvIndices; std::vector<int> uvIndices;
ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName)); ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
if (uvIndices.size() != vertex_count) { if (uvIndices.size() != mapping_offsets.size()) {
FBXImporter::LogError("length of input data unexpected for ByVertice mapping: ", FBXImporter::LogError("length of input data unexpected for ByVertice mapping: ",
uvIndices.size(), ", expected ", vertex_count); uvIndices.size(), ", expected ", mapping_offsets.size());
return; return;
} }

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@ -45,12 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER #ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
//#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
#include "Common/Compression.h" #include "Common/Compression.h"
//# include <zlib.h>
//#else
//# include "../contrib/zlib/zlib.h"
//#endif
#include "FBXTokenizer.h" #include "FBXTokenizer.h"
#include "FBXParser.h" #include "FBXParser.h"

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@ -155,7 +155,7 @@ size_t DecodeBase64(const char* in, size_t inLength, uint8_t* out, size_t maxOut
const size_t realLength = inLength - size_t(in[inLength - 1] == '=') - size_t(in[inLength - 2] == '='); const size_t realLength = inLength - size_t(in[inLength - 1] == '=') - size_t(in[inLength - 2] == '=');
size_t dst_offset = 0; size_t dst_offset = 0;
int val = 0, valb = -8; int val = 0, valb = -8;
for (size_t src_offset = 0; src_offset < realLength; ++src_offset) for (size_t src_offset = 0; src_offset < realLength && dst_offset < maxOutLength; ++src_offset)
{ {
const uint8_t table_value = Util::DecodeBase64(in[src_offset]); const uint8_t table_value = Util::DecodeBase64(in[src_offset]);
if (table_value == 255) if (table_value == 255)

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@ -42,11 +42,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <utility> #include <utility>
#include "MMDPmxParser.h" #include "MMDPmxParser.h"
#include <assimp/StringUtils.h> #include <assimp/StringUtils.h>
#ifdef ASSIMP_USE_HUNTER #include "utf8.h"
# include <utf8.h>
#else
# include "../contrib/utf8cpp/source/utf8.h"
#endif
#include <assimp/Exceptional.h> #include <assimp/Exceptional.h>
namespace pmx namespace pmx

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@ -48,11 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/DefaultLogger.hpp> #include <assimp/DefaultLogger.hpp>
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB #include "zlib.h"
#include <zlib.h>
#else
#include "../contrib/zlib/zlib.h"
#endif
#include <assimp/DefaultIOSystem.h> #include <assimp/DefaultIOSystem.h>
#include <assimp/StringComparison.h> #include <assimp/StringComparison.h>
@ -399,7 +395,10 @@ void Q3BSPFileImporter::createTriangleTopology(const Q3BSP::Q3BSPModel *pModel,
m_pCurrentFace->mIndices = new unsigned int[3]; m_pCurrentFace->mIndices = new unsigned int[3];
m_pCurrentFace->mIndices[idx] = vertIdx; m_pCurrentFace->mIndices[idx] = vertIdx;
} }
} } else {
m_pCurrentFace->mIndices[idx] = vertIdx;
}
pMesh->mVertices[vertIdx].Set(pVertex->vPosition.x, pVertex->vPosition.y, pVertex->vPosition.z); pMesh->mVertices[vertIdx].Set(pVertex->vPosition.x, pVertex->vPosition.y, pVertex->vPosition.z);
pMesh->mNormals[vertIdx].Set(pVertex->vNormal.x, pVertex->vNormal.y, pVertex->vNormal.z); pMesh->mNormals[vertIdx].Set(pVertex->vNormal.x, pVertex->vNormal.y, pVertex->vNormal.z);

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@ -56,11 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/ByteSwapper.h> #include <assimp/ByteSwapper.h>
#include <assimp/StreamReader.h> #include <assimp/StreamReader.h>
#include <assimp/TinyFormatter.h> #include <assimp/TinyFormatter.h>
#ifdef ASSIMP_USE_HUNTER #include "utf8.h"
#include <utf8.h>
#else
#include "../contrib/utf8cpp/source/utf8.h"
#endif
#include <assimp/importerdesc.h> #include <assimp/importerdesc.h>
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp> #include <assimp/DefaultLogger.hpp>

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@ -45,11 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/ */
#include "STEPFileEncoding.h" #include "STEPFileEncoding.h"
#include <assimp/fast_atof.h> #include <assimp/fast_atof.h>
#ifdef ASSIMP_USE_HUNTER #include "utf8.h"
# include <utf8.h>
#else
# include <contrib/utf8cpp/source/utf8.h>
#endif
#include <memory> #include <memory>

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@ -720,7 +720,7 @@ const vec4 defaultBaseColor = { 1, 1, 1, 1 };
const vec3 defaultEmissiveFactor = { 0, 0, 0 }; const vec3 defaultEmissiveFactor = { 0, 0, 0 };
const vec4 defaultDiffuseFactor = { 1, 1, 1, 1 }; const vec4 defaultDiffuseFactor = { 1, 1, 1, 1 };
const vec3 defaultSpecularFactor = { 1, 1, 1 }; const vec3 defaultSpecularFactor = { 1, 1, 1 };
const vec3 defaultSpecularColorFactor = { 0, 0, 0 }; const vec3 defaultSpecularColorFactor = { 1, 1, 1 };
const vec3 defaultSheenFactor = { 0, 0, 0 }; const vec3 defaultSheenFactor = { 0, 0, 0 };
const vec3 defaultAttenuationColor = { 1, 1, 1 }; const vec3 defaultAttenuationColor = { 1, 1, 1 };

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@ -1392,7 +1392,7 @@ inline void PbrSpecularGlossiness::SetDefaults() {
inline void MaterialSpecular::SetDefaults() { inline void MaterialSpecular::SetDefaults() {
//KHR_materials_specular properties //KHR_materials_specular properties
SetVector(specularColorFactor, defaultSpecularColorFactor); SetVector(specularColorFactor, defaultSpecularColorFactor);
specularFactor = 0.f; specularFactor = 1.f;
} }
inline void MaterialSheen::SetDefaults() { inline void MaterialSheen::SetDefaults() {
@ -1552,6 +1552,22 @@ inline void Mesh::Read(Value &pJSON_Object, Asset &pAsset_Root) {
} }
} }
} }
if(this->targetNames.empty())
{
Value *curExtras = FindObject(primitive, "extras");
if (nullptr != curExtras) {
if (Value *curTargetNames = FindArray(*curExtras, "targetNames")) {
this->targetNames.resize(curTargetNames->Size());
for (unsigned int j = 0; j < curTargetNames->Size(); ++j) {
Value &targetNameValue = (*curTargetNames)[j];
if (targetNameValue.IsString()) {
this->targetNames[j] = targetNameValue.GetString();
}
}
}
}
}
} }
} }

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@ -426,13 +426,14 @@ namespace glTF2 {
if (specular.specularFactor != 0.0f) { if (specular.specularFactor != 0.0f) {
WriteFloat(materialSpecular, specular.specularFactor, "specularFactor", w.mAl); WriteFloat(materialSpecular, specular.specularFactor, "specularFactor", w.mAl);
WriteTex(materialSpecular, specular.specularTexture, "specularTexture", w.mAl);
} }
if (specular.specularColorFactor[0] != defaultSpecularColorFactor[0] && specular.specularColorFactor[1] != defaultSpecularColorFactor[1] && specular.specularColorFactor[2] != defaultSpecularColorFactor[2]) { if (specular.specularColorFactor[0] != defaultSpecularColorFactor[0] && specular.specularColorFactor[1] != defaultSpecularColorFactor[1] && specular.specularColorFactor[2] != defaultSpecularColorFactor[2]) {
WriteVec(materialSpecular, specular.specularColorFactor, "specularColorFactor", w.mAl); WriteVec(materialSpecular, specular.specularColorFactor, "specularColorFactor", w.mAl);
WriteTex(materialSpecular, specular.specularColorTexture, "specularColorTexture", w.mAl);
} }
WriteTex(materialSpecular, specular.specularTexture, "specularTexture", w.mAl);
WriteTex(materialSpecular, specular.specularColorTexture, "specularColorTexture", w.mAl);
if (!materialSpecular.ObjectEmpty()) { if (!materialSpecular.ObjectEmpty()) {
exts.AddMember("KHR_materials_specular", materialSpecular, w.mAl); exts.AddMember("KHR_materials_specular", materialSpecular, w.mAl);
} }

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@ -730,8 +730,8 @@ bool glTF2Exporter::GetMatSpecular(const aiMaterial &mat, glTF2::MaterialSpecula
} else if (colorFactorIsZero) { } else if (colorFactorIsZero) {
specular.specularColorFactor[0] = specular.specularColorFactor[1] = specular.specularColorFactor[2] = 1.0f; specular.specularColorFactor[0] = specular.specularColorFactor[1] = specular.specularColorFactor[2] = 1.0f;
} }
GetMatTex(mat, specular.specularColorTexture, aiTextureType_SPECULAR); GetMatTex(mat, specular.specularTexture, aiTextureType_SPECULAR, 0);
GetMatTex(mat, specular.specularTexture, aiTextureType_SPECULAR); GetMatTex(mat, specular.specularColorTexture, aiTextureType_SPECULAR, 1);
return true; return true;
} }

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@ -288,8 +288,8 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
if (std::memcmp(specular.specularColorFactor, defaultSpecularColorFactor, sizeof(glTFCommon::vec3)) != 0 || specular.specularFactor != 0.0f) { if (std::memcmp(specular.specularColorFactor, defaultSpecularColorFactor, sizeof(glTFCommon::vec3)) != 0 || specular.specularFactor != 0.0f) {
SetMaterialColorProperty(r, specular.specularColorFactor, aimat, AI_MATKEY_COLOR_SPECULAR); SetMaterialColorProperty(r, specular.specularColorFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
aimat->AddProperty(&specular.specularFactor, 1, AI_MATKEY_SPECULAR_FACTOR); aimat->AddProperty(&specular.specularFactor, 1, AI_MATKEY_SPECULAR_FACTOR);
SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularTexture, aimat, aiTextureType_SPECULAR); SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularTexture, aimat, aiTextureType_SPECULAR, 0);
SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularColorTexture, aimat, aiTextureType_SPECULAR); SetMaterialTextureProperty(embeddedTexIdxs, r, specular.specularColorTexture, aimat, aiTextureType_SPECULAR, 1);
} }
} }
// pbrSpecularGlossiness // pbrSpecularGlossiness

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@ -357,11 +357,7 @@ std::string BaseImporter::GetExtension(const std::string &pFile) {
return false; return false;
} }
#ifdef ASSIMP_USE_HUNTER #include "utf8.h"
#include <utf8.h>
#else
#include "../contrib/utf8cpp/source/utf8.h"
#endif
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Convert to UTF8 data // Convert to UTF8 data

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@ -41,11 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#pragma once #pragma once
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB #include "zlib.h"
# include <zlib.h>
#else
# include "../contrib/zlib/zlib.h"
#endif
#include <vector> #include <vector>
#include <cstddef> // size_t #include <cstddef> // size_t

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@ -99,12 +99,12 @@ bool DefaultIOSystem::Exists(const char *pFile) const {
return false; return false;
} }
#else #else
FILE *file = ::fopen(pFile, "rb"); struct stat statbuf;
if (!file) { stat(pFile, &statbuf);
// test for a regular file
if (!S_ISREG(statbuf.st_mode)) {
return false; return false;
} }
::fclose(file);
#endif #endif
return true; return true;
@ -116,6 +116,7 @@ IOStream *DefaultIOSystem::Open(const char *strFile, const char *strMode) {
ai_assert(strFile != nullptr); ai_assert(strFile != nullptr);
ai_assert(strMode != nullptr); ai_assert(strMode != nullptr);
FILE *file; FILE *file;
#ifdef _WIN32 #ifdef _WIN32
std::wstring name = Utf8ToWide(strFile); std::wstring name = Utf8ToWide(strFile);
if (name.empty()) { if (name.empty()) {
@ -126,6 +127,7 @@ IOStream *DefaultIOSystem::Open(const char *strFile, const char *strMode) {
#else #else
file = ::fopen(strFile, strMode); file = ::fopen(strFile, strMode);
#endif #endif
if (!file) { if (!file) {
return nullptr; return nullptr;
} }

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@ -291,7 +291,7 @@ int LoadAsset() {
//------------------------------------------------------------------------------- //-------------------------------------------------------------------------------
// Delete the loaded asset // Delete the loaded asset
// The function does nothing is no asset is loaded // The function does nothing if no asset is loaded
//------------------------------------------------------------------------------- //-------------------------------------------------------------------------------
int DeleteAsset(void) { int DeleteAsset(void) {
if (!g_pcAsset) { if (!g_pcAsset) {