Merge branch 'master' into collada_modeller_metadata
commit
9ef2d7fb7d
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@ -2088,7 +2088,14 @@ namespace Assimp {
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
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// 3DSMax PBR
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TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|base_color_map", aiTextureType_BASE_COLOR, mesh);
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TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|bump_map", aiTextureType_NORMAL_CAMERA, mesh);
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TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|emission_map", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|metalness_map", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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}
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}
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void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)
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void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)
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@ -137,8 +137,9 @@ public:
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// -------------------------------------------------------------------
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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void Execute( aiScene* pScene);
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protected:
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public:
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void ProcessMesh( aiMesh* pMesh);
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/** Some other types of post-processing require winding order flips */
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static void ProcessMesh( aiMesh* pMesh);
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};
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};
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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@ -43,13 +43,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* @brief Implementation of the aiProcess_OptimizGraph step
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* @brief Implementation of the aiProcess_OptimizGraph step
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*/
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*/
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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#include "OptimizeGraph.h"
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#include "OptimizeGraph.h"
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#include "ProcessHelper.h"
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#include "ProcessHelper.h"
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#include <assimp/SceneCombiner.h>
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#include "ConvertToLHProcess.h"
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#include <assimp/Exceptional.h>
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#include <assimp/Exceptional.h>
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#include <assimp/SceneCombiner.h>
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#include <stdio.h>
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#include <stdio.h>
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using namespace Assimp;
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using namespace Assimp;
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@ -60,292 +60,299 @@ using namespace Assimp;
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* The unhashed variant should be faster, except for *very* large data sets
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* The unhashed variant should be faster, except for *very* large data sets
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*/
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*/
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#ifdef AI_OG_USE_HASHING
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#ifdef AI_OG_USE_HASHING
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// Use our standard hashing function to compute the hash
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// Use our standard hashing function to compute the hash
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# define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
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#define AI_OG_GETKEY(str) SuperFastHash(str.data, str.length)
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#else
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#else
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// Otherwise hope that std::string will utilize a static buffer
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// Otherwise hope that std::string will utilize a static buffer
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// for shorter node names. This would avoid endless heap copying.
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// for shorter node names. This would avoid endless heap copying.
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# define AI_OG_GETKEY(str) std::string(str.data)
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#define AI_OG_GETKEY(str) std::string(str.data)
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#endif
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#endif
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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// Constructor to be privately used by Importer
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OptimizeGraphProcess::OptimizeGraphProcess()
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OptimizeGraphProcess::OptimizeGraphProcess() :
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: mScene()
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mScene(),
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, nodes_in()
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nodes_in(),
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, nodes_out()
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nodes_out(),
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, count_merged() {
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count_merged() {
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// empty
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// empty
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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// Destructor, private as well
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OptimizeGraphProcess::~OptimizeGraphProcess() {
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OptimizeGraphProcess::~OptimizeGraphProcess() {
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// empty
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// empty
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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// Returns whether the processing step is present in the given flag field.
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bool OptimizeGraphProcess::IsActive( unsigned int pFlags) const {
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bool OptimizeGraphProcess::IsActive(unsigned int pFlags) const {
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return (0 != (pFlags & aiProcess_OptimizeGraph));
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return (0 != (pFlags & aiProcess_OptimizeGraph));
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Setup properties for the post-processing step
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// Setup properties for the post-processing step
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void OptimizeGraphProcess::SetupProperties(const Importer* pImp) {
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void OptimizeGraphProcess::SetupProperties(const Importer *pImp) {
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// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
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// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
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std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
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std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST, "");
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AddLockedNodeList(tmp);
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AddLockedNodeList(tmp);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Collect new children
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// Collect new children
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void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes) {
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void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &nodes) {
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nodes_in += nd->mNumChildren;
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nodes_in += nd->mNumChildren;
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// Process children
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// Process children
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std::list<aiNode*> child_nodes;
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std::list<aiNode *> child_nodes;
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for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
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for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
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CollectNewChildren(nd->mChildren[i],child_nodes);
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CollectNewChildren(nd->mChildren[i], child_nodes);
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nd->mChildren[i] = nullptr;
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nd->mChildren[i] = nullptr;
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}
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}
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// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
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// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
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if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
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if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end()) {
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for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
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if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
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(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
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(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
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nodes.push_back(*it);
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nodes.push_back(*it);
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it = child_nodes.erase(it);
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it = child_nodes.erase(it);
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continue;
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continue;
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}
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}
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++it;
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++it;
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}
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}
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if (nd->mNumMeshes || !child_nodes.empty()) {
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if (nd->mNumMeshes || !child_nodes.empty()) {
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nodes.push_back(nd);
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nodes.push_back(nd);
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} else {
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} else {
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delete nd; /* bye, node */
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delete nd; /* bye, node */
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return;
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return;
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}
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}
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} else {
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} else {
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// Retain our current position in the hierarchy
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// Retain our current position in the hierarchy
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nodes.push_back(nd);
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nodes.push_back(nd);
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// Now check for possible optimizations in our list of child nodes. join as many as possible
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// Now check for possible optimizations in our list of child nodes. join as many as possible
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aiNode* join_master = NULL;
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aiNode *join_master = nullptr;
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aiMatrix4x4 inv;
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aiMatrix4x4 inv;
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const LockedSetType::const_iterator end = locked.end();
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const LockedSetType::const_iterator end = locked.end();
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std::list<aiNode*> join;
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std::list<aiNode *> join;
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for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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aiNode* child = *it;
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aiNode *child = *it;
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if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
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if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
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// There may be no instanced meshes
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// There may be no instanced meshes
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unsigned int n = 0;
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unsigned int n = 0;
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for (; n < child->mNumMeshes;++n) {
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for (; n < child->mNumMeshes; ++n) {
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if (meshes[child->mMeshes[n]] > 1) {
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if (meshes[child->mMeshes[n]] > 1) {
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break;
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break;
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}
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}
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}
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}
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if (n == child->mNumMeshes) {
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if (n == child->mNumMeshes) {
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if (!join_master) {
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if (!join_master) {
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join_master = child;
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join_master = child;
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inv = join_master->mTransformation;
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inv = join_master->mTransformation;
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inv.Inverse();
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inv.Inverse();
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} else {
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} else {
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child->mTransformation = inv * child->mTransformation ;
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child->mTransformation = inv * child->mTransformation;
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join.push_back(child);
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join.push_back(child);
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it = child_nodes.erase(it);
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it = child_nodes.erase(it);
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continue;
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continue;
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}
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}
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}
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}
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}
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}
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++it;
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++it;
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}
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}
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if (join_master && !join.empty()) {
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if (join_master && !join.empty()) {
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join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i",count_merged++);
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join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i", count_merged++);
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unsigned int out_meshes = 0;
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unsigned int out_meshes = 0;
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for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
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for (std::list<aiNode *>::const_iterator it = join.cbegin(); it != join.cend(); ++it) {
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out_meshes += (*it)->mNumMeshes;
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out_meshes += (*it)->mNumMeshes;
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}
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}
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// copy all mesh references in one array
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// copy all mesh references in one array
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if (out_meshes) {
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if (out_meshes) {
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unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
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unsigned int *meshes = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshes;
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for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
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for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) {
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*tmp++ = join_master->mMeshes[n];
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*tmp++ = join_master->mMeshes[n];
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}
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}
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for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
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for (const aiNode *join_node : join) {
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for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
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for (unsigned int n = 0; n < join_node->mNumMeshes; ++n) {
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*tmp = (*it)->mMeshes[n];
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*tmp = join_node->mMeshes[n];
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aiMesh* mesh = mScene->mMeshes[*tmp++];
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aiMesh *mesh = mScene->mMeshes[*tmp++];
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// manually move the mesh into the right coordinate system
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// Assume the transformation is affine
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const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
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// manually move the mesh into the right coordinate system
|
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for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
|
|
||||||
|
|
||||||
mesh->mVertices[a] *= (*it)->mTransformation;
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// Check for odd negative scale (mirror)
|
||||||
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if (join_node->mTransformation.Determinant() < 0) {
|
||||||
|
// Reverse the mesh face winding order
|
||||||
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FlipWindingOrderProcess::ProcessMesh(mesh);
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}
|
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|
|
||||||
if (mesh->HasNormals())
|
// Update positions, normals and tangents
|
||||||
mesh->mNormals[a] *= IT;
|
const aiMatrix3x3 IT = aiMatrix3x3(join_node->mTransformation).Inverse().Transpose();
|
||||||
|
for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
|
||||||
|
|
||||||
if (mesh->HasTangentsAndBitangents()) {
|
mesh->mVertices[a] *= join_node->mTransformation;
|
||||||
mesh->mTangents[a] *= IT;
|
|
||||||
mesh->mBitangents[a] *= IT;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
delete *it; // bye, node
|
|
||||||
}
|
|
||||||
delete[] join_master->mMeshes;
|
|
||||||
join_master->mMeshes = meshes;
|
|
||||||
join_master->mNumMeshes += out_meshes;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// reassign children if something changed
|
|
||||||
if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
|
|
||||||
|
|
||||||
delete[] nd->mChildren;
|
if (mesh->HasNormals())
|
||||||
|
mesh->mNormals[a] *= IT;
|
||||||
|
|
||||||
if (!child_nodes.empty()) {
|
if (mesh->HasTangentsAndBitangents()) {
|
||||||
nd->mChildren = new aiNode*[child_nodes.size()];
|
mesh->mTangents[a] *= IT;
|
||||||
}
|
mesh->mBitangents[a] *= IT;
|
||||||
else nd->mChildren = nullptr;
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
delete join_node; // bye, node
|
||||||
|
}
|
||||||
|
delete[] join_master->mMeshes;
|
||||||
|
join_master->mMeshes = meshes;
|
||||||
|
join_master->mNumMeshes += out_meshes;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// reassign children if something changed
|
||||||
|
if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
|
||||||
|
|
||||||
nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
|
delete[] nd->mChildren;
|
||||||
|
|
||||||
if (nd->mChildren) {
|
if (!child_nodes.empty()) {
|
||||||
aiNode** tmp = nd->mChildren;
|
nd->mChildren = new aiNode *[child_nodes.size()];
|
||||||
for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
|
} else
|
||||||
aiNode* node = *tmp++ = *it;
|
nd->mChildren = nullptr;
|
||||||
node->mParent = nd;
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
nodes_out += static_cast<unsigned int>(child_nodes.size());
|
nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
|
||||||
|
|
||||||
|
if (nd->mChildren) {
|
||||||
|
aiNode **tmp = nd->mChildren;
|
||||||
|
for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
|
||||||
|
aiNode *node = *tmp++ = *it;
|
||||||
|
node->mParent = nd;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
nodes_out += static_cast<unsigned int>(child_nodes.size());
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Execute the post-processing step on the given scene
|
// Execute the post-processing step on the given scene
|
||||||
void OptimizeGraphProcess::Execute( aiScene* pScene) {
|
void OptimizeGraphProcess::Execute(aiScene *pScene) {
|
||||||
ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
|
ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
|
||||||
nodes_in = nodes_out = count_merged = 0;
|
nodes_in = nodes_out = count_merged = 0;
|
||||||
mScene = pScene;
|
mScene = pScene;
|
||||||
|
|
||||||
meshes.resize(pScene->mNumMeshes,0);
|
meshes.resize(pScene->mNumMeshes, 0);
|
||||||
FindInstancedMeshes(pScene->mRootNode);
|
FindInstancedMeshes(pScene->mRootNode);
|
||||||
|
|
||||||
// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
|
// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
|
||||||
locked.clear();
|
locked.clear();
|
||||||
for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
|
for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
|
||||||
#ifdef AI_OG_USE_HASHING
|
#ifdef AI_OG_USE_HASHING
|
||||||
locked.insert(SuperFastHash((*it).c_str()));
|
locked.insert(SuperFastHash((*it).c_str()));
|
||||||
#else
|
#else
|
||||||
locked.insert(*it);
|
locked.insert(*it);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
|
for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
|
||||||
for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
|
for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
|
||||||
aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a];
|
aiNodeAnim *anim = pScene->mAnimations[i]->mChannels[a];
|
||||||
locked.insert(AI_OG_GETKEY(anim->mNodeName));
|
locked.insert(AI_OG_GETKEY(anim->mNodeName));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||||
for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
|
for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
|
||||||
|
|
||||||
aiBone* bone = pScene->mMeshes[i]->mBones[a];
|
aiBone *bone = pScene->mMeshes[i]->mBones[a];
|
||||||
locked.insert(AI_OG_GETKEY(bone->mName));
|
locked.insert(AI_OG_GETKEY(bone->mName));
|
||||||
|
|
||||||
// HACK: Meshes referencing bones may not be transformed; we need to look them.
|
// HACK: Meshes referencing bones may not be transformed; we need to look them.
|
||||||
// The easiest way to do this is to increase their reference counters ...
|
// The easiest way to do this is to increase their reference counters ...
|
||||||
meshes[i] += 2;
|
meshes[i] += 2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
|
for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
|
||||||
aiCamera* cam = pScene->mCameras[i];
|
aiCamera *cam = pScene->mCameras[i];
|
||||||
locked.insert(AI_OG_GETKEY(cam->mName));
|
locked.insert(AI_OG_GETKEY(cam->mName));
|
||||||
}
|
}
|
||||||
|
|
||||||
for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
|
for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
|
||||||
aiLight* lgh = pScene->mLights[i];
|
aiLight *lgh = pScene->mLights[i];
|
||||||
locked.insert(AI_OG_GETKEY(lgh->mName));
|
locked.insert(AI_OG_GETKEY(lgh->mName));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Insert a dummy master node and make it read-only
|
// Insert a dummy master node and make it read-only
|
||||||
aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
|
aiNode *dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
|
||||||
locked.insert(AI_OG_GETKEY(dummy_root->mName));
|
locked.insert(AI_OG_GETKEY(dummy_root->mName));
|
||||||
|
|
||||||
const aiString prev = pScene->mRootNode->mName;
|
const aiString prev = pScene->mRootNode->mName;
|
||||||
pScene->mRootNode->mParent = dummy_root;
|
pScene->mRootNode->mParent = dummy_root;
|
||||||
|
|
||||||
dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1];
|
dummy_root->mChildren = new aiNode *[dummy_root->mNumChildren = 1];
|
||||||
dummy_root->mChildren[0] = pScene->mRootNode;
|
dummy_root->mChildren[0] = pScene->mRootNode;
|
||||||
|
|
||||||
// Do our recursive processing of scenegraph nodes. For each node collect
|
// Do our recursive processing of scenegraph nodes. For each node collect
|
||||||
// a fully new list of children and allow their children to place themselves
|
// a fully new list of children and allow their children to place themselves
|
||||||
// on the same hierarchy layer as their parents.
|
// on the same hierarchy layer as their parents.
|
||||||
std::list<aiNode*> nodes;
|
std::list<aiNode *> nodes;
|
||||||
CollectNewChildren (dummy_root,nodes);
|
CollectNewChildren(dummy_root, nodes);
|
||||||
|
|
||||||
ai_assert(nodes.size() == 1);
|
ai_assert(nodes.size() == 1);
|
||||||
|
|
||||||
if (dummy_root->mNumChildren == 0) {
|
if (dummy_root->mNumChildren == 0) {
|
||||||
pScene->mRootNode = NULL;
|
pScene->mRootNode = nullptr;
|
||||||
throw DeadlyImportError("After optimizing the scene graph, no data remains");
|
throw DeadlyImportError("After optimizing the scene graph, no data remains");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dummy_root->mNumChildren > 1) {
|
if (dummy_root->mNumChildren > 1) {
|
||||||
pScene->mRootNode = dummy_root;
|
pScene->mRootNode = dummy_root;
|
||||||
|
|
||||||
// Keep the dummy node but assign the name of the old root node to it
|
// Keep the dummy node but assign the name of the old root node to it
|
||||||
pScene->mRootNode->mName = prev;
|
pScene->mRootNode->mName = prev;
|
||||||
}
|
} else {
|
||||||
else {
|
|
||||||
|
|
||||||
// Remove the dummy root node again.
|
// Remove the dummy root node again.
|
||||||
pScene->mRootNode = dummy_root->mChildren[0];
|
pScene->mRootNode = dummy_root->mChildren[0];
|
||||||
|
|
||||||
dummy_root->mChildren[0] = NULL;
|
dummy_root->mChildren[0] = nullptr;
|
||||||
delete dummy_root;
|
delete dummy_root;
|
||||||
}
|
}
|
||||||
|
|
||||||
pScene->mRootNode->mParent = NULL;
|
pScene->mRootNode->mParent = nullptr;
|
||||||
if (!DefaultLogger::isNullLogger()) {
|
if (!DefaultLogger::isNullLogger()) {
|
||||||
if ( nodes_in != nodes_out) {
|
if (nodes_in != nodes_out) {
|
||||||
ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
|
ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
|
||||||
} else {
|
} else {
|
||||||
ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
|
ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
meshes.clear();
|
meshes.clear();
|
||||||
locked.clear();
|
locked.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// Build a LUT of all instanced meshes
|
// Build a LUT of all instanced meshes
|
||||||
void OptimizeGraphProcess::FindInstancedMeshes (aiNode* pNode)
|
void OptimizeGraphProcess::FindInstancedMeshes(aiNode *pNode) {
|
||||||
{
|
for (unsigned int i = 0; i < pNode->mNumMeshes; ++i) {
|
||||||
for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
|
++meshes[pNode->mMeshes[i]];
|
||||||
++meshes[pNode->mMeshes[i]];
|
}
|
||||||
}
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
|
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
|
||||||
FindInstancedMeshes(pNode->mChildren[i]);
|
FindInstancedMeshes(pNode->mChildren[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
|
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
|
||||||
|
|
|
@ -75,13 +75,13 @@ public:
|
||||||
~OptimizeGraphProcess();
|
~OptimizeGraphProcess();
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
bool IsActive( unsigned int pFlags) const;
|
bool IsActive( unsigned int pFlags) const override;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
void Execute( aiScene* pScene);
|
void Execute( aiScene* pScene) override;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
void SetupProperties(const Importer* pImp);
|
void SetupProperties(const Importer* pImp) override;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** @brief Add a list of node names to be locked and not modified.
|
/** @brief Add a list of node names to be locked and not modified.
|
||||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -59,7 +59,7 @@ struct aiNode;
|
||||||
|
|
||||||
class PretransformVerticesTest;
|
class PretransformVerticesTest;
|
||||||
|
|
||||||
namespace Assimp {
|
namespace Assimp {
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
/** The PretransformVertices pre-transforms all vertices in the node tree
|
/** The PretransformVertices pre-transforms all vertices in the node tree
|
||||||
|
@ -68,97 +68,97 @@ namespace Assimp {
|
||||||
*/
|
*/
|
||||||
class ASSIMP_API PretransformVertices : public BaseProcess {
|
class ASSIMP_API PretransformVertices : public BaseProcess {
|
||||||
public:
|
public:
|
||||||
PretransformVertices ();
|
PretransformVertices();
|
||||||
~PretransformVertices ();
|
~PretransformVertices();
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Check whether step is active
|
// Check whether step is active
|
||||||
bool IsActive( unsigned int pFlags) const;
|
bool IsActive(unsigned int pFlags) const override;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Execute step on a given scene
|
// Execute step on a given scene
|
||||||
void Execute( aiScene* pScene);
|
void Execute(aiScene *pScene) override;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Setup import settings
|
// Setup import settings
|
||||||
void SetupProperties(const Importer* pImp);
|
void SetupProperties(const Importer *pImp) override;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** @brief Toggle the 'keep hierarchy' option
|
/** @brief Toggle the 'keep hierarchy' option
|
||||||
* @param keep true for keep configuration.
|
* @param keep true for keep configuration.
|
||||||
*/
|
*/
|
||||||
void KeepHierarchy(bool keep) {
|
void KeepHierarchy(bool keep) {
|
||||||
configKeepHierarchy = keep;
|
configKeepHierarchy = keep;
|
||||||
}
|
}
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** @brief Check whether 'keep hierarchy' is currently enabled.
|
/** @brief Check whether 'keep hierarchy' is currently enabled.
|
||||||
* @return ...
|
* @return ...
|
||||||
*/
|
*/
|
||||||
bool IsHierarchyKept() const {
|
bool IsHierarchyKept() const {
|
||||||
return configKeepHierarchy;
|
return configKeepHierarchy;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Count the number of nodes
|
// Count the number of nodes
|
||||||
unsigned int CountNodes( aiNode* pcNode );
|
unsigned int CountNodes(const aiNode *pcNode) const;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Get a bitwise combination identifying the vertex format of a mesh
|
// Get a bitwise combination identifying the vertex format of a mesh
|
||||||
unsigned int GetMeshVFormat(aiMesh* pcMesh);
|
unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Count the number of vertices in the whole scene and a given
|
// Count the number of vertices in the whole scene and a given
|
||||||
// material index
|
// material index
|
||||||
void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
|
void CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode,
|
||||||
unsigned int iMat,
|
unsigned int iMat,
|
||||||
unsigned int iVFormat,
|
unsigned int iVFormat,
|
||||||
unsigned int* piFaces,
|
unsigned int *piFaces,
|
||||||
unsigned int* piVertices);
|
unsigned int *piVertices) const;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Collect vertex/face data
|
// Collect vertex/face data
|
||||||
void CollectData( aiScene* pcScene, aiNode* pcNode,
|
void CollectData(const aiScene *pcScene, const aiNode *pcNode,
|
||||||
unsigned int iMat,
|
unsigned int iMat,
|
||||||
unsigned int iVFormat,
|
unsigned int iVFormat,
|
||||||
aiMesh* pcMeshOut,
|
aiMesh *pcMeshOut,
|
||||||
unsigned int aiCurrent[2],
|
unsigned int aiCurrent[2],
|
||||||
unsigned int* num_refs);
|
unsigned int *num_refs) const;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Get a list of all vertex formats that occur for a given material
|
// Get a list of all vertex formats that occur for a given material
|
||||||
// The output list contains duplicate elements
|
// The output list contains duplicate elements
|
||||||
void GetVFormatList( aiScene* pcScene, unsigned int iMat,
|
void GetVFormatList(const aiScene *pcScene, unsigned int iMat,
|
||||||
std::list<unsigned int>& aiOut);
|
std::list<unsigned int> &aiOut) const;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Compute the absolute transformation matrices of each node
|
// Compute the absolute transformation matrices of each node
|
||||||
void ComputeAbsoluteTransform( aiNode* pcNode );
|
void ComputeAbsoluteTransform(aiNode *pcNode);
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Simple routine to build meshes in worldspace, no further optimization
|
// Simple routine to build meshes in worldspace, no further optimization
|
||||||
void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
|
void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
|
||||||
unsigned int numIn, aiNode* node);
|
unsigned int numIn, aiNode *node) const;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Apply the node transformation to a mesh
|
// Apply the node transformation to a mesh
|
||||||
void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
|
void ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Reset transformation matrices to identity
|
// Reset transformation matrices to identity
|
||||||
void MakeIdentityTransform(aiNode* nd);
|
void MakeIdentityTransform(aiNode *nd) const;
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
// Build reference counters for all meshes
|
// Build reference counters for all meshes
|
||||||
void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
|
void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const;
|
||||||
|
|
||||||
//! Configuration option: keep scene hierarchy as long as possible
|
//! Configuration option: keep scene hierarchy as long as possible
|
||||||
bool configKeepHierarchy;
|
bool configKeepHierarchy;
|
||||||
bool configNormalize;
|
bool configNormalize;
|
||||||
bool configTransform;
|
bool configTransform;
|
||||||
aiMatrix4x4 configTransformation;
|
aiMatrix4x4 configTransformation;
|
||||||
bool mConfigPointCloud;
|
bool mConfigPointCloud;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // end of namespace Assimp
|
} // end of namespace Assimp
|
||||||
|
|
|
@ -202,6 +202,7 @@ inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
|
||||||
}
|
}
|
||||||
|
|
||||||
mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot));
|
mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot));
|
||||||
|
mat->AddProperty(&prop.texCoord, 1, AI_MATKEY_GLTF_TEXTURE_TEXCOORD(texType, texSlot));
|
||||||
|
|
||||||
if (prop.textureTransformSupported) {
|
if (prop.textureTransformSupported) {
|
||||||
aiUVTransform transform;
|
aiUVTransform transform;
|
||||||
|
|
Binary file not shown.
|
@ -0,0 +1,172 @@
|
||||||
|
{
|
||||||
|
"asset" : {
|
||||||
|
"generator" : "Khronos glTF Blender I/O v1.0.5",
|
||||||
|
"version" : "2.0"
|
||||||
|
},
|
||||||
|
"scene" : 0,
|
||||||
|
"scenes" : [
|
||||||
|
{
|
||||||
|
"name" : "Scene",
|
||||||
|
"nodes" : [
|
||||||
|
0,
|
||||||
|
1,
|
||||||
|
2
|
||||||
|
]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"nodes" : [
|
||||||
|
{
|
||||||
|
"mesh" : 0,
|
||||||
|
"name" : "Cube"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name" : "Light",
|
||||||
|
"rotation" : [
|
||||||
|
0.16907575726509094,
|
||||||
|
0.7558803558349609,
|
||||||
|
-0.27217137813568115,
|
||||||
|
0.570947527885437
|
||||||
|
],
|
||||||
|
"translation" : [
|
||||||
|
4.076245307922363,
|
||||||
|
5.903861999511719,
|
||||||
|
-1.0054539442062378
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name" : "Camera",
|
||||||
|
"rotation" : [
|
||||||
|
0.483536034822464,
|
||||||
|
0.33687159419059753,
|
||||||
|
-0.20870360732078552,
|
||||||
|
0.7804827094078064
|
||||||
|
],
|
||||||
|
"translation" : [
|
||||||
|
7.358891487121582,
|
||||||
|
4.958309173583984,
|
||||||
|
6.925790786743164
|
||||||
|
]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"materials" : [
|
||||||
|
{
|
||||||
|
"doubleSided" : true,
|
||||||
|
"name" : "Material",
|
||||||
|
"pbrMetallicRoughness" : {
|
||||||
|
"baseColorTexture" : {
|
||||||
|
"index" : 0,
|
||||||
|
"texCoord" : 0
|
||||||
|
},
|
||||||
|
"metallicFactor" : 0,
|
||||||
|
"metallicRoughnessTexture" : {
|
||||||
|
"index" : 0,
|
||||||
|
"texCoord" : 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"meshes" : [
|
||||||
|
{
|
||||||
|
"name" : "Cube",
|
||||||
|
"primitives" : [
|
||||||
|
{
|
||||||
|
"attributes" : {
|
||||||
|
"POSITION" : 0,
|
||||||
|
"NORMAL" : 1,
|
||||||
|
"TEXCOORD_0" : 2,
|
||||||
|
"TEXCOORD_1" : 3
|
||||||
|
},
|
||||||
|
"indices" : 4,
|
||||||
|
"material" : 0
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"textures" : [
|
||||||
|
{
|
||||||
|
"source" : 0
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"images" : [
|
||||||
|
{
|
||||||
|
"mimeType" : "image/png",
|
||||||
|
"name" : "Material Base Color",
|
||||||
|
"uri" : "texture.png"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"accessors" : [
|
||||||
|
{
|
||||||
|
"bufferView" : 0,
|
||||||
|
"componentType" : 5126,
|
||||||
|
"count" : 24,
|
||||||
|
"max" : [
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
1
|
||||||
|
],
|
||||||
|
"min" : [
|
||||||
|
-1,
|
||||||
|
-1,
|
||||||
|
-1
|
||||||
|
],
|
||||||
|
"type" : "VEC3"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"bufferView" : 1,
|
||||||
|
"componentType" : 5126,
|
||||||
|
"count" : 24,
|
||||||
|
"type" : "VEC3"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"bufferView" : 2,
|
||||||
|
"componentType" : 5126,
|
||||||
|
"count" : 24,
|
||||||
|
"type" : "VEC2"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"bufferView" : 3,
|
||||||
|
"componentType" : 5126,
|
||||||
|
"count" : 24,
|
||||||
|
"type" : "VEC2"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"bufferView" : 4,
|
||||||
|
"componentType" : 5123,
|
||||||
|
"count" : 36,
|
||||||
|
"type" : "SCALAR"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"bufferViews" : [
|
||||||
|
{
|
||||||
|
"buffer" : 0,
|
||||||
|
"byteLength" : 288,
|
||||||
|
"byteOffset" : 0
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"buffer" : 0,
|
||||||
|
"byteLength" : 288,
|
||||||
|
"byteOffset" : 288
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"buffer" : 0,
|
||||||
|
"byteLength" : 192,
|
||||||
|
"byteOffset" : 576
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"buffer" : 0,
|
||||||
|
"byteLength" : 192,
|
||||||
|
"byteOffset" : 768
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"buffer" : 0,
|
||||||
|
"byteLength" : 72,
|
||||||
|
"byteOffset" : 960
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"buffers" : [
|
||||||
|
{
|
||||||
|
"byteLength" : 1032,
|
||||||
|
"uri" : "boxTexcoords.bin"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
Binary file not shown.
After Width: | Height: | Size: 40 KiB |
|
@ -49,6 +49,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
|
||||||
#include <array>
|
#include <array>
|
||||||
|
|
||||||
|
#include <assimp/pbrmaterial.h>
|
||||||
|
|
||||||
using namespace Assimp;
|
using namespace Assimp;
|
||||||
|
|
||||||
class utglTF2ImportExport : public AbstractImportExportBase {
|
class utglTF2ImportExport : public AbstractImportExportBase {
|
||||||
|
@ -464,3 +466,30 @@ TEST_F(utglTF2ImportExport, sceneMetadata) {
|
||||||
ASSERT_EQ(strcmp(generator.C_Str(), "COLLADA2GLTF"), 0);
|
ASSERT_EQ(strcmp(generator.C_Str(), "COLLADA2GLTF"), 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
TEST_F(utglTF2ImportExport, texcoords) {
|
||||||
|
Assimp::Importer importer;
|
||||||
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf",
|
||||||
|
aiProcess_ValidateDataStructure);
|
||||||
|
ASSERT_NE(scene, nullptr);
|
||||||
|
|
||||||
|
ASSERT_TRUE(scene->HasMaterials());
|
||||||
|
const aiMaterial *material = scene->mMaterials[0];
|
||||||
|
|
||||||
|
aiString path;
|
||||||
|
aiTextureMapMode modes[2];
|
||||||
|
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr,
|
||||||
|
nullptr, nullptr, modes));
|
||||||
|
EXPECT_STREQ(path.C_Str(), "texture.png");
|
||||||
|
|
||||||
|
int uvIndex = -1;
|
||||||
|
EXPECT_EQ(aiGetMaterialInteger(material, AI_MATKEY_GLTF_TEXTURE_TEXCOORD(aiTextureType_DIFFUSE, 0), &uvIndex), aiReturn_SUCCESS);
|
||||||
|
EXPECT_EQ(uvIndex, 0);
|
||||||
|
|
||||||
|
// Using manual macro expansion of AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE here.
|
||||||
|
// The following works with some but not all compilers:
|
||||||
|
// #define APPLY(X, Y) X(Y)
|
||||||
|
// ..., APPLY(AI_MATKEY_GLTF_TEXTURE_TEXCOORD, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE), ...
|
||||||
|
EXPECT_EQ(aiGetMaterialInteger(material, AI_MATKEY_GLTF_TEXTURE_TEXCOORD(aiTextureType_UNKNOWN, 0), &uvIndex), aiReturn_SUCCESS);
|
||||||
|
EXPECT_EQ(uvIndex, 1);
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue