Merge branch 'master' into add-msvc-check
commit
a2adef8726
|
@ -249,9 +249,15 @@ IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT CMAKE_COMPILER_IS_MINGW)
|
||||||
SET(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
SET(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
||||||
ENDIF()
|
ENDIF()
|
||||||
# hide all not-exported symbols
|
# hide all not-exported symbols
|
||||||
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
|
IF(CMAKE_HOST_SYSTEM_PROCESSOR MATCHES "mips64" )
|
||||||
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
|
SET(CMAKE_CXX_FLAGS "-mxgot -fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
|
||||||
SET(LIBSTDC++_LIBRARIES -lstdc++)
|
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
|
||||||
|
SET(LIBSTDC++_LIBRARIES -lstdc++)
|
||||||
|
ELSE()
|
||||||
|
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
|
||||||
|
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
|
||||||
|
SET(LIBSTDC++_LIBRARIES -lstdc++)
|
||||||
|
ENDIF()
|
||||||
ELSEIF(MSVC)
|
ELSEIF(MSVC)
|
||||||
# enable multi-core compilation with MSVC
|
# enable multi-core compilation with MSVC
|
||||||
IF( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" ) # clang-cl
|
IF( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" ) # clang-cl
|
||||||
|
|
11
Readme.md
11
Readme.md
|
@ -16,13 +16,16 @@ A library to import and export various 3d-model-formats including scene-post-pro
|
||||||
<br>
|
<br>
|
||||||
|
|
||||||
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.
|
||||||
|
|
||||||
[Check the latest doc](https://assimp-docs.readthedocs.io/en/latest/).
|
|
||||||
|
|
||||||
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.
|
||||||
|
|
||||||
This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).
|
### Latest Doc's ###
|
||||||
|
Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/).
|
||||||
|
|
||||||
|
### Get involved ###
|
||||||
|
This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).
|
||||||
|
<br>
|
||||||
|
You find a bug in the docs? Use [Doc-Repo](https://github.com/assimp/assimp-docs).
|
||||||
|
<br>
|
||||||
Please check our Wiki as well: https://github.com/assimp/assimp/wiki
|
Please check our Wiki as well: https://github.com/assimp/assimp/wiki
|
||||||
|
|
||||||
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
|
||||||
|
|
|
@ -185,6 +185,17 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
|
||||||
return unique_name;
|
return unique_name;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// This struct manages nodes which may or may not end up in the node hierarchy.
|
||||||
|
/// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
|
||||||
|
struct FBXConverter::PotentialNode
|
||||||
|
{
|
||||||
|
PotentialNode() : mOwnership(new aiNode), mNode(mOwnership.get()) {}
|
||||||
|
PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
|
||||||
|
aiNode* operator->() { return mNode; }
|
||||||
|
std::unique_ptr<aiNode> mOwnership;
|
||||||
|
aiNode* mNode;
|
||||||
|
};
|
||||||
|
|
||||||
/// todo: pre-build node hierarchy
|
/// todo: pre-build node hierarchy
|
||||||
/// todo: get bone from stack
|
/// todo: get bone from stack
|
||||||
/// todo: make map of aiBone* to aiNode*
|
/// todo: make map of aiBone* to aiNode*
|
||||||
|
@ -192,137 +203,129 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
|
||||||
void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
|
void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
|
||||||
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
|
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
|
||||||
|
|
||||||
std::vector<aiNode *> nodes;
|
std::vector<PotentialNode> nodes;
|
||||||
nodes.reserve(conns.size());
|
nodes.reserve(conns.size());
|
||||||
|
|
||||||
std::vector<aiNode *> nodes_chain;
|
std::vector<PotentialNode> nodes_chain;
|
||||||
std::vector<aiNode *> post_nodes_chain;
|
std::vector<PotentialNode> post_nodes_chain;
|
||||||
|
|
||||||
try {
|
for (const Connection *con : conns) {
|
||||||
for (const Connection *con : conns) {
|
// ignore object-property links
|
||||||
// ignore object-property links
|
if (con->PropertyName().length()) {
|
||||||
if (con->PropertyName().length()) {
|
// really important we document why this is ignored.
|
||||||
// really important we document why this is ignored.
|
FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
|
||||||
FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
|
continue; //?
|
||||||
continue; //?
|
}
|
||||||
|
|
||||||
|
// convert connection source object into Object base class
|
||||||
|
const Object *const object = con->SourceObject();
|
||||||
|
if (nullptr == object) {
|
||||||
|
FBXImporter::LogError("failed to convert source object for Model link");
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// FBX Model::Cube, Model::Bone001, etc elements
|
||||||
|
// This detects if we can cast the object into this model structure.
|
||||||
|
const Model *const model = dynamic_cast<const Model *>(object);
|
||||||
|
|
||||||
|
if (nullptr != model) {
|
||||||
|
nodes_chain.clear();
|
||||||
|
post_nodes_chain.clear();
|
||||||
|
|
||||||
|
aiMatrix4x4 new_abs_transform = parent->mTransformation;
|
||||||
|
std::string node_name = FixNodeName(model->Name());
|
||||||
|
// even though there is only a single input node, the design of
|
||||||
|
// assimp (or rather: the complicated transformation chain that
|
||||||
|
// is employed by fbx) means that we may need multiple aiNode's
|
||||||
|
// to represent a fbx node's transformation.
|
||||||
|
|
||||||
|
// generate node transforms - this includes pivot data
|
||||||
|
// if need_additional_node is true then you t
|
||||||
|
const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
|
||||||
|
|
||||||
|
// assert that for the current node we must have at least a single transform
|
||||||
|
ai_assert(nodes_chain.size());
|
||||||
|
|
||||||
|
if (need_additional_node) {
|
||||||
|
nodes_chain.emplace_back(PotentialNode(node_name));
|
||||||
}
|
}
|
||||||
|
|
||||||
// convert connection source object into Object base class
|
//setup metadata on newest node
|
||||||
const Object *const object = con->SourceObject();
|
SetupNodeMetadata(*model, *nodes_chain.back().mNode);
|
||||||
if (nullptr == object) {
|
|
||||||
FBXImporter::LogError("failed to convert source object for Model link");
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// FBX Model::Cube, Model::Bone001, etc elements
|
// link all nodes in a row
|
||||||
// This detects if we can cast the object into this model structure.
|
aiNode *last_parent = parent;
|
||||||
const Model *const model = dynamic_cast<const Model *>(object);
|
for (PotentialNode& child : nodes_chain) {
|
||||||
|
ai_assert(child.mNode);
|
||||||
|
|
||||||
if (nullptr != model) {
|
if (last_parent != parent) {
|
||||||
nodes_chain.clear();
|
last_parent->mNumChildren = 1;
|
||||||
post_nodes_chain.clear();
|
last_parent->mChildren = new aiNode *[1];
|
||||||
|
last_parent->mChildren[0] = child.mOwnership.release();
|
||||||
aiMatrix4x4 new_abs_transform = parent->mTransformation;
|
|
||||||
std::string node_name = FixNodeName(model->Name());
|
|
||||||
// even though there is only a single input node, the design of
|
|
||||||
// assimp (or rather: the complicated transformation chain that
|
|
||||||
// is employed by fbx) means that we may need multiple aiNode's
|
|
||||||
// to represent a fbx node's transformation.
|
|
||||||
|
|
||||||
// generate node transforms - this includes pivot data
|
|
||||||
// if need_additional_node is true then you t
|
|
||||||
const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
|
|
||||||
|
|
||||||
// assert that for the current node we must have at least a single transform
|
|
||||||
ai_assert(nodes_chain.size());
|
|
||||||
|
|
||||||
if (need_additional_node) {
|
|
||||||
nodes_chain.push_back(new aiNode(node_name));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//setup metadata on newest node
|
child->mParent = last_parent;
|
||||||
SetupNodeMetadata(*model, *nodes_chain.back());
|
last_parent = child.mNode;
|
||||||
|
|
||||||
// link all nodes in a row
|
new_abs_transform *= child->mTransformation;
|
||||||
aiNode *last_parent = parent;
|
}
|
||||||
for (aiNode *child : nodes_chain) {
|
|
||||||
ai_assert(child);
|
// attach geometry
|
||||||
|
ConvertModel(*model, nodes_chain.back().mNode, root_node, new_abs_transform);
|
||||||
|
|
||||||
|
// check if there will be any child nodes
|
||||||
|
const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
|
||||||
|
|
||||||
|
// if so, link the geometric transform inverse nodes
|
||||||
|
// before we attach any child nodes
|
||||||
|
if (child_conns.size()) {
|
||||||
|
for (PotentialNode& postnode : post_nodes_chain) {
|
||||||
|
ai_assert(postnode.mNode);
|
||||||
|
|
||||||
if (last_parent != parent) {
|
if (last_parent != parent) {
|
||||||
last_parent->mNumChildren = 1;
|
last_parent->mNumChildren = 1;
|
||||||
last_parent->mChildren = new aiNode *[1];
|
last_parent->mChildren = new aiNode *[1];
|
||||||
last_parent->mChildren[0] = child;
|
last_parent->mChildren[0] = postnode.mOwnership.release();
|
||||||
}
|
}
|
||||||
|
|
||||||
child->mParent = last_parent;
|
postnode->mParent = last_parent;
|
||||||
last_parent = child;
|
last_parent = postnode.mNode;
|
||||||
|
|
||||||
new_abs_transform *= child->mTransformation;
|
new_abs_transform *= postnode->mTransformation;
|
||||||
}
|
}
|
||||||
|
} else {
|
||||||
// attach geometry
|
// free the nodes we allocated as we don't need them
|
||||||
ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
|
post_nodes_chain.clear();
|
||||||
|
|
||||||
// check if there will be any child nodes
|
|
||||||
const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
|
|
||||||
|
|
||||||
// if so, link the geometric transform inverse nodes
|
|
||||||
// before we attach any child nodes
|
|
||||||
if (child_conns.size()) {
|
|
||||||
for (aiNode *postnode : post_nodes_chain) {
|
|
||||||
ai_assert(postnode);
|
|
||||||
|
|
||||||
if (last_parent != parent) {
|
|
||||||
last_parent->mNumChildren = 1;
|
|
||||||
last_parent->mChildren = new aiNode *[1];
|
|
||||||
last_parent->mChildren[0] = postnode;
|
|
||||||
}
|
|
||||||
|
|
||||||
postnode->mParent = last_parent;
|
|
||||||
last_parent = postnode;
|
|
||||||
|
|
||||||
new_abs_transform *= postnode->mTransformation;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
// free the nodes we allocated as we don't need them
|
|
||||||
Util::delete_fun<aiNode> deleter;
|
|
||||||
std::for_each(
|
|
||||||
post_nodes_chain.begin(),
|
|
||||||
post_nodes_chain.end(),
|
|
||||||
deleter);
|
|
||||||
}
|
|
||||||
|
|
||||||
// recursion call - child nodes
|
|
||||||
ConvertNodes(model->ID(), last_parent, root_node);
|
|
||||||
|
|
||||||
if (doc.Settings().readLights) {
|
|
||||||
ConvertLights(*model, node_name);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (doc.Settings().readCameras) {
|
|
||||||
ConvertCameras(*model, node_name);
|
|
||||||
}
|
|
||||||
|
|
||||||
nodes.push_back(nodes_chain.front());
|
|
||||||
nodes_chain.clear();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// recursion call - child nodes
|
||||||
|
ConvertNodes(model->ID(), last_parent, root_node);
|
||||||
|
|
||||||
|
if (doc.Settings().readLights) {
|
||||||
|
ConvertLights(*model, node_name);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (doc.Settings().readCameras) {
|
||||||
|
ConvertCameras(*model, node_name);
|
||||||
|
}
|
||||||
|
|
||||||
|
nodes.push_back(std::move(nodes_chain.front()));
|
||||||
|
nodes_chain.clear();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (nodes.size()) {
|
if (nodes.size()) {
|
||||||
parent->mChildren = new aiNode *[nodes.size()]();
|
parent->mChildren = new aiNode *[nodes.size()]();
|
||||||
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
|
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
|
||||||
|
|
||||||
std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
|
for (unsigned int i = 0; i < nodes.size(); ++i)
|
||||||
} else {
|
{
|
||||||
parent->mNumChildren = 0;
|
parent->mChildren[i] = nodes[i].mOwnership.release();
|
||||||
parent->mChildren = nullptr;
|
|
||||||
}
|
}
|
||||||
|
nodes.clear();
|
||||||
} catch (std::exception &) {
|
} else {
|
||||||
Util::delete_fun<aiNode> deleter;
|
parent->mNumChildren = 0;
|
||||||
std::for_each(nodes.begin(), nodes.end(), deleter);
|
parent->mChildren = nullptr;
|
||||||
std::for_each(nodes_chain.begin(), nodes_chain.end(), deleter);
|
|
||||||
std::for_each(post_nodes_chain.begin(), post_nodes_chain.end(), deleter);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -681,8 +684,8 @@ std::string FBXConverter::NameTransformationChainNode(const std::string &name, T
|
||||||
return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
|
return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<aiNode *> &output_nodes,
|
bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<PotentialNode> &output_nodes,
|
||||||
std::vector<aiNode *> &post_output_nodes) {
|
std::vector<PotentialNode> &post_output_nodes) {
|
||||||
const PropertyTable &props = model.Props();
|
const PropertyTable &props = model.Props();
|
||||||
const Model::RotOrder rot = model.RotationOrder();
|
const Model::RotOrder rot = model.RotationOrder();
|
||||||
|
|
||||||
|
@ -828,7 +831,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
||||||
chain[i] = chain[i].Inverse();
|
chain[i] = chain[i].Inverse();
|
||||||
}
|
}
|
||||||
|
|
||||||
aiNode *nd = new aiNode();
|
PotentialNode nd;
|
||||||
nd->mName.Set(NameTransformationChainNode(name, comp));
|
nd->mName.Set(NameTransformationChainNode(name, comp));
|
||||||
nd->mTransformation = chain[i];
|
nd->mTransformation = chain[i];
|
||||||
|
|
||||||
|
@ -836,9 +839,9 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
||||||
if (comp == TransformationComp_GeometricScalingInverse ||
|
if (comp == TransformationComp_GeometricScalingInverse ||
|
||||||
comp == TransformationComp_GeometricRotationInverse ||
|
comp == TransformationComp_GeometricRotationInverse ||
|
||||||
comp == TransformationComp_GeometricTranslationInverse) {
|
comp == TransformationComp_GeometricTranslationInverse) {
|
||||||
post_output_nodes.push_back(nd);
|
post_output_nodes.emplace_back(std::move(nd));
|
||||||
} else {
|
} else {
|
||||||
output_nodes.push_back(nd);
|
output_nodes.emplace_back(std::move(nd));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -847,8 +850,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
||||||
}
|
}
|
||||||
|
|
||||||
// else, we can just multiply the matrices together
|
// else, we can just multiply the matrices together
|
||||||
aiNode *nd = new aiNode();
|
PotentialNode nd;
|
||||||
output_nodes.push_back(nd);
|
|
||||||
|
|
||||||
// name passed to the method is already unique
|
// name passed to the method is already unique
|
||||||
nd->mName.Set(name);
|
nd->mName.Set(name);
|
||||||
|
@ -857,6 +859,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
||||||
for (unsigned int i = TransformationComp_Translation; i < TransformationComp_MAXIMUM; i++) {
|
for (unsigned int i = TransformationComp_Translation; i < TransformationComp_MAXIMUM; i++) {
|
||||||
nd->mTransformation = nd->mTransformation * chain[i];
|
nd->mTransformation = nd->mTransformation * chain[i];
|
||||||
}
|
}
|
||||||
|
output_nodes.push_back(std::move(nd));
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -171,9 +171,10 @@ private:
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
/**
|
/**
|
||||||
* note: memory for output_nodes will be managed by the caller
|
* note: memory for output_nodes is managed by the caller, via the PotentialNode struct.
|
||||||
*/
|
*/
|
||||||
bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<aiNode*>& output_nodes, std::vector<aiNode*>& post_output_nodes);
|
struct PotentialNode;
|
||||||
|
bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<PotentialNode>& output_nodes, std::vector<PotentialNode>& post_output_nodes);
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void SetupNodeMetadata(const Model& model, aiNode& nd);
|
void SetupNodeMetadata(const Model& model, aiNode& nd);
|
||||||
|
|
|
@ -49,7 +49,9 @@ using namespace glTFCommon::Util;
|
||||||
namespace Util {
|
namespace Util {
|
||||||
|
|
||||||
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *&out) {
|
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *&out) {
|
||||||
ai_assert(inLength % 4 == 0);
|
if (inLength % 4 != 0) {
|
||||||
|
throw DeadlyImportError("Invalid base64 encoded data: \"", std::string(in, std::min(size_t(32), inLength)), "\", length:", inLength);
|
||||||
|
}
|
||||||
|
|
||||||
if (inLength < 4) {
|
if (inLength < 4) {
|
||||||
out = 0;
|
out = 0;
|
||||||
|
|
|
@ -249,7 +249,10 @@ inline char EncodeCharBase64(uint8_t b) {
|
||||||
}
|
}
|
||||||
|
|
||||||
inline uint8_t DecodeCharBase64(char c) {
|
inline uint8_t DecodeCharBase64(char c) {
|
||||||
return DATA<true>::tableDecodeBase64[size_t(c)]; // TODO faster with lookup table or ifs?
|
if (c & 0x80) {
|
||||||
|
throw DeadlyImportError("Invalid base64 char value: ", size_t(c));
|
||||||
|
}
|
||||||
|
return DATA<true>::tableDecodeBase64[size_t(c & 0x7F)]; // TODO faster with lookup table or ifs?
|
||||||
}
|
}
|
||||||
|
|
||||||
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *&out);
|
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *&out);
|
||||||
|
|
|
@ -1124,6 +1124,14 @@ private:
|
||||||
IOStream *OpenFile(std::string path, const char *mode, bool absolute = false);
|
IOStream *OpenFile(std::string path, const char *mode, bool absolute = false);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
inline std::string getContextForErrorMessages(const std::string &id, const std::string &name) {
|
||||||
|
std::string context = id;
|
||||||
|
if (!name.empty()) {
|
||||||
|
context += " (\"" + name + "\")";
|
||||||
|
}
|
||||||
|
return context;
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace glTF2
|
} // namespace glTF2
|
||||||
|
|
||||||
// Include the implementation of the methods
|
// Include the implementation of the methods
|
||||||
|
|
|
@ -273,17 +273,21 @@ Ref<T> LazyDict<T>::Retrieve(unsigned int i) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!mDict->IsArray()) {
|
if (!mDict->IsArray()) {
|
||||||
throw DeadlyImportError("GLTF: Field is not an array \"", mDictId, "\"");
|
throw DeadlyImportError("GLTF: Field \"", mDictId, "\" is not an array");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (i >= mDict->Size()) {
|
||||||
|
throw DeadlyImportError("GLTF: Array index ", i, " is out of bounds (", mDict->Size(), ") for \"", mDictId, "\"");
|
||||||
}
|
}
|
||||||
|
|
||||||
Value &obj = (*mDict)[i];
|
Value &obj = (*mDict)[i];
|
||||||
|
|
||||||
if (!obj.IsObject()) {
|
if (!obj.IsObject()) {
|
||||||
throw DeadlyImportError("GLTF: Object at index \"", to_string(i), "\" is not a JSON object");
|
throw DeadlyImportError("GLTF: Object at index ", i, " in array \"", mDictId, "\" is not a JSON object");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mRecursiveReferenceCheck.find(i) != mRecursiveReferenceCheck.end()) {
|
if (mRecursiveReferenceCheck.find(i) != mRecursiveReferenceCheck.end()) {
|
||||||
throw DeadlyImportError("GLTF: Object at index \"", to_string(i), "\" has recursive reference to itself");
|
throw DeadlyImportError("GLTF: Object at index ", i, " in array \"", mDictId, "\" has recursive reference to itself");
|
||||||
}
|
}
|
||||||
mRecursiveReferenceCheck.insert(i);
|
mRecursiveReferenceCheck.insert(i);
|
||||||
|
|
||||||
|
@ -741,14 +745,6 @@ inline void CopyData(size_t count,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
inline std::string getContextForErrorMessages(const std::string& id, const std::string& name) {
|
|
||||||
std::string context = id;
|
|
||||||
if (!name.empty()) {
|
|
||||||
context += " (\"" + name + "\")";
|
|
||||||
}
|
|
||||||
return context;
|
|
||||||
}
|
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
template <class T>
|
template <class T>
|
||||||
|
@ -766,11 +762,12 @@ void Accessor::ExtractData(T *&outData) {
|
||||||
const size_t targetElemSize = sizeof(T);
|
const size_t targetElemSize = sizeof(T);
|
||||||
|
|
||||||
if (elemSize > targetElemSize) {
|
if (elemSize > targetElemSize) {
|
||||||
throw DeadlyImportError("GLTF: elemSize > targetElemSize");
|
throw DeadlyImportError("GLTF: elemSize ", elemSize, " > targetElemSize ", targetElemSize, " in ", getContextForErrorMessages(id, name));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (count*stride > (bufferView ? bufferView->byteLength : sparse->data.size())) {
|
const size_t maxSize = (bufferView ? bufferView->byteLength : sparse->data.size());
|
||||||
throw DeadlyImportError("GLTF: count*stride out of range");
|
if (count*stride > maxSize) {
|
||||||
|
throw DeadlyImportError("GLTF: count*stride ", (count * stride), " > maxSize ", maxSize, " in ", getContextForErrorMessages(id, name));
|
||||||
}
|
}
|
||||||
|
|
||||||
outData = new T[count];
|
outData = new T[count];
|
||||||
|
|
|
@ -1126,7 +1126,7 @@ void glTF2Exporter::MergeMeshes()
|
||||||
unsigned int meshIndex = meshRef.GetIndex();
|
unsigned int meshIndex = meshRef.GetIndex();
|
||||||
|
|
||||||
if (meshIndex == removedIndex) {
|
if (meshIndex == removedIndex) {
|
||||||
node->meshes.erase(curNode->meshes.begin() + mm);
|
curNode->meshes.erase(curNode->meshes.begin() + mm);
|
||||||
} else if (meshIndex > removedIndex) {
|
} else if (meshIndex > removedIndex) {
|
||||||
Ref<Mesh> newMeshRef = mAsset->meshes.Get(meshIndex - 1);
|
Ref<Mesh> newMeshRef = mAsset->meshes.Get(meshIndex - 1);
|
||||||
|
|
||||||
|
|
|
@ -918,7 +918,10 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
|
||||||
|
|
||||||
if (!node.meshes.empty()) {
|
if (!node.meshes.empty()) {
|
||||||
// GLTF files contain at most 1 mesh per node.
|
// GLTF files contain at most 1 mesh per node.
|
||||||
assert(node.meshes.size() == 1);
|
if (node.meshes.size() > 1)
|
||||||
|
{
|
||||||
|
throw DeadlyImportError("GLTF: Invalid input, found ", node.meshes.size(), " meshes in ", getContextForErrorMessages(node.id, node.name), ", but only 1 mesh per node allowed.");
|
||||||
|
}
|
||||||
int mesh_idx = node.meshes[0].GetIndex();
|
int mesh_idx = node.meshes[0].GetIndex();
|
||||||
int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
|
int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
|
||||||
|
|
||||||
|
|
|
@ -1033,7 +1033,10 @@ ELSE()
|
||||||
INCLUDE_DIRECTORIES( "../contrib" )
|
INCLUDE_DIRECTORIES( "../contrib" )
|
||||||
INCLUDE_DIRECTORIES( "../contrib/pugixml/src" )
|
INCLUDE_DIRECTORIES( "../contrib/pugixml/src" )
|
||||||
ADD_DEFINITIONS( -DRAPIDJSON_HAS_STDSTRING=1 )
|
ADD_DEFINITIONS( -DRAPIDJSON_HAS_STDSTRING=1 )
|
||||||
ADD_DEFINITIONS( -DRAPIDJSON_NOMEMBERITERATORCLASS )
|
option( ASSIMP_RAPIDJSON_NO_MEMBER_ITERATOR "Suppress rapidjson warning on MSVC (NOTE: breaks android build)" ON )
|
||||||
|
if(ASSIMP_RAPIDJSON_NO_MEMBER_ITERATOR)
|
||||||
|
ADD_DEFINITIONS( -DRAPIDJSON_NOMEMBERITERATORCLASS )
|
||||||
|
endif()
|
||||||
ENDIF()
|
ENDIF()
|
||||||
|
|
||||||
# VC2010 fixes
|
# VC2010 fixes
|
||||||
|
|
|
@ -96,8 +96,9 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
|
||||||
if (!mesh->mTextureCoords[i]) {
|
if (!mesh->mTextureCoords[i]) {
|
||||||
mesh->mNumUVComponents[i] = 0;
|
mesh->mNumUVComponents[i] = 0;
|
||||||
} else {
|
} else {
|
||||||
if (!mesh->mNumUVComponents[i])
|
if (!mesh->mNumUVComponents[i]) {
|
||||||
mesh->mNumUVComponents[i] = 2;
|
mesh->mNumUVComponents[i] = 2;
|
||||||
|
}
|
||||||
|
|
||||||
aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
|
aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
|
||||||
|
|
||||||
|
@ -105,16 +106,19 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
|
||||||
// as if they were 2D channels .. just in case an application doesn't handle
|
// as if they were 2D channels .. just in case an application doesn't handle
|
||||||
// this case
|
// this case
|
||||||
if (2 == mesh->mNumUVComponents[i]) {
|
if (2 == mesh->mNumUVComponents[i]) {
|
||||||
for (; p != end; ++p)
|
for (; p != end; ++p) {
|
||||||
p->z = 0.f;
|
p->z = 0.f;
|
||||||
|
}
|
||||||
} else if (1 == mesh->mNumUVComponents[i]) {
|
} else if (1 == mesh->mNumUVComponents[i]) {
|
||||||
for (; p != end; ++p)
|
for (; p != end; ++p) {
|
||||||
p->z = p->y = 0.f;
|
p->z = p->y = 0.f;
|
||||||
|
}
|
||||||
} else if (3 == mesh->mNumUVComponents[i]) {
|
} else if (3 == mesh->mNumUVComponents[i]) {
|
||||||
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
|
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
|
||||||
for (; p != end; ++p) {
|
for (; p != end; ++p) {
|
||||||
if (p->z != 0)
|
if (p->z != 0) {
|
||||||
break;
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
if (p == end) {
|
if (p == end) {
|
||||||
ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
|
ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
|
||||||
|
@ -151,7 +155,6 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
|
||||||
|
|
||||||
// If tangents and normals are given but no bitangents compute them
|
// If tangents and normals are given but no bitangents compute them
|
||||||
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
|
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
|
||||||
|
|
||||||
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
|
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
|
||||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||||
mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
|
mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
|
||||||
|
@ -165,11 +168,9 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
||||||
for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
|
for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
|
||||||
aiNodeAnim *channel = anim->mChannels[i];
|
aiNodeAnim *channel = anim->mChannels[i];
|
||||||
|
|
||||||
/* If the exact duration of the animation is not given
|
// If the exact duration of the animation is not given
|
||||||
* compute it now.
|
// compute it now.
|
||||||
*/
|
|
||||||
if (anim->mDuration == -1.) {
|
if (anim->mDuration == -1.) {
|
||||||
|
|
||||||
// Position keys
|
// Position keys
|
||||||
for (unsigned int j = 0; j < channel->mNumPositionKeys; ++j) {
|
for (unsigned int j = 0; j < channel->mNumPositionKeys; ++j) {
|
||||||
aiVectorKey &key = channel->mPositionKeys[j];
|
aiVectorKey &key = channel->mPositionKeys[j];
|
||||||
|
@ -192,11 +193,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Check whether the animation channel has no rotation
|
// Check whether the animation channel has no rotation
|
||||||
* or position tracks. In this case we generate a dummy
|
// or position tracks. In this case we generate a dummy
|
||||||
* track from the information we have in the transformation
|
// track from the information we have in the transformation
|
||||||
* matrix of the corresponding node.
|
// matrix of the corresponding node.
|
||||||
*/
|
|
||||||
if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
|
if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
|
||||||
// Find the node that belongs to this animation
|
// Find the node that belongs to this animation
|
||||||
aiNode *node = scene->mRootNode->FindNode(channel->mNodeName);
|
aiNode *node = scene->mRootNode->FindNode(channel->mNodeName);
|
||||||
|
@ -210,6 +210,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
||||||
|
|
||||||
// No rotation keys? Generate a dummy track
|
// No rotation keys? Generate a dummy track
|
||||||
if (!channel->mNumRotationKeys) {
|
if (!channel->mNumRotationKeys) {
|
||||||
|
if (channel->mRotationKeys) {
|
||||||
|
delete[] channel->mRotationKeys;
|
||||||
|
channel->mRotationKeys = nullptr;
|
||||||
|
}
|
||||||
ai_assert(!channel->mRotationKeys);
|
ai_assert(!channel->mRotationKeys);
|
||||||
channel->mNumRotationKeys = 1;
|
channel->mNumRotationKeys = 1;
|
||||||
channel->mRotationKeys = new aiQuatKey[1];
|
channel->mRotationKeys = new aiQuatKey[1];
|
||||||
|
@ -225,6 +229,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
||||||
|
|
||||||
// No scaling keys? Generate a dummy track
|
// No scaling keys? Generate a dummy track
|
||||||
if (!channel->mNumScalingKeys) {
|
if (!channel->mNumScalingKeys) {
|
||||||
|
if (channel->mScalingKeys) {
|
||||||
|
delete[] channel->mScalingKeys;
|
||||||
|
channel->mScalingKeys = nullptr;
|
||||||
|
}
|
||||||
ai_assert(!channel->mScalingKeys);
|
ai_assert(!channel->mScalingKeys);
|
||||||
channel->mNumScalingKeys = 1;
|
channel->mNumScalingKeys = 1;
|
||||||
channel->mScalingKeys = new aiVectorKey[1];
|
channel->mScalingKeys = new aiVectorKey[1];
|
||||||
|
@ -240,6 +248,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
||||||
|
|
||||||
// No position keys? Generate a dummy track
|
// No position keys? Generate a dummy track
|
||||||
if (!channel->mNumPositionKeys) {
|
if (!channel->mNumPositionKeys) {
|
||||||
|
if (channel->mPositionKeys) {
|
||||||
|
delete[] channel->mPositionKeys;
|
||||||
|
channel->mPositionKeys = nullptr;
|
||||||
|
}
|
||||||
ai_assert(!channel->mPositionKeys);
|
ai_assert(!channel->mPositionKeys);
|
||||||
channel->mNumPositionKeys = 1;
|
channel->mNumPositionKeys = 1;
|
||||||
channel->mPositionKeys = new aiVectorKey[1];
|
channel->mPositionKeys = new aiVectorKey[1];
|
||||||
|
|
|
@ -408,6 +408,45 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ... and copy all the morph targets for all the vertices which made it into the new submesh
|
||||||
|
if (pMesh->mNumAnimMeshes > 0) {
|
||||||
|
newMesh->mNumAnimMeshes = pMesh->mNumAnimMeshes;
|
||||||
|
newMesh->mAnimMeshes = new aiAnimMesh*[newMesh->mNumAnimMeshes];
|
||||||
|
|
||||||
|
for (unsigned int morphIdx = 0; morphIdx < newMesh->mNumAnimMeshes; ++morphIdx) {
|
||||||
|
aiAnimMesh* origTarget = pMesh->mAnimMeshes[morphIdx];
|
||||||
|
aiAnimMesh* newTarget = new aiAnimMesh;
|
||||||
|
newTarget->mName = origTarget->mName;
|
||||||
|
newTarget->mWeight = origTarget->mWeight;
|
||||||
|
newTarget->mNumVertices = numSubMeshVertices;
|
||||||
|
newTarget->mVertices = new aiVector3D[numSubMeshVertices];
|
||||||
|
newMesh->mAnimMeshes[morphIdx] = newTarget;
|
||||||
|
|
||||||
|
if (origTarget->HasNormals()) {
|
||||||
|
newTarget->mNormals = new aiVector3D[numSubMeshVertices];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (origTarget->HasTangentsAndBitangents()) {
|
||||||
|
newTarget->mTangents = new aiVector3D[numSubMeshVertices];
|
||||||
|
newTarget->mBitangents = new aiVector3D[numSubMeshVertices];
|
||||||
|
}
|
||||||
|
|
||||||
|
for( unsigned int vi = 0; vi < numSubMeshVertices; ++vi) {
|
||||||
|
// find the source vertex for it in the source mesh
|
||||||
|
unsigned int previousIndex = previousVertexIndices[vi];
|
||||||
|
newTarget->mVertices[vi] = origTarget->mVertices[previousIndex];
|
||||||
|
|
||||||
|
if (newTarget->HasNormals()) {
|
||||||
|
newTarget->mNormals[vi] = origTarget->mNormals[previousIndex];
|
||||||
|
}
|
||||||
|
if (newTarget->HasTangentsAndBitangents()) {
|
||||||
|
newTarget->mTangents[vi] = origTarget->mTangents[previousIndex];
|
||||||
|
newTarget->mBitangents[vi] = origTarget->mBitangents[previousIndex];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// I have the strange feeling that this will break apart at some point in time...
|
// I have the strange feeling that this will break apart at some point in time...
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue