Merge branch 'master' into add-msvc-check

pull/3518/head
Kim Kulling 2020-12-11 14:11:10 +01:00 committed by GitHub
commit a2adef8726
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13 changed files with 237 additions and 157 deletions

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@ -249,9 +249,15 @@ IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT CMAKE_COMPILER_IS_MINGW)
SET(CMAKE_POSITION_INDEPENDENT_CODE ON)
ENDIF()
# hide all not-exported symbols
IF(CMAKE_HOST_SYSTEM_PROCESSOR MATCHES "mips64" )
SET(CMAKE_CXX_FLAGS "-mxgot -fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}")
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 ${CMAKE_C_FLAGS}")
SET(LIBSTDC++_LIBRARIES -lstdc++)
ENDIF()
ELSEIF(MSVC)
# enable multi-core compilation with MSVC
IF( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" ) # clang-cl

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@ -16,13 +16,16 @@ A library to import and export various 3d-model-formats including scene-post-pro
<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.
[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.
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
If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb

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@ -185,6 +185,17 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
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: get bone from stack
/// todo: make map of aiBone* to aiNode*
@ -192,13 +203,12 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
std::vector<aiNode *> nodes;
std::vector<PotentialNode> nodes;
nodes.reserve(conns.size());
std::vector<aiNode *> nodes_chain;
std::vector<aiNode *> post_nodes_chain;
std::vector<PotentialNode> nodes_chain;
std::vector<PotentialNode> post_nodes_chain;
try {
for (const Connection *con : conns) {
// ignore object-property links
if (con->PropertyName().length()) {
@ -237,31 +247,31 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
ai_assert(nodes_chain.size());
if (need_additional_node) {
nodes_chain.push_back(new aiNode(node_name));
nodes_chain.emplace_back(PotentialNode(node_name));
}
//setup metadata on newest node
SetupNodeMetadata(*model, *nodes_chain.back());
SetupNodeMetadata(*model, *nodes_chain.back().mNode);
// link all nodes in a row
aiNode *last_parent = parent;
for (aiNode *child : nodes_chain) {
ai_assert(child);
for (PotentialNode& child : nodes_chain) {
ai_assert(child.mNode);
if (last_parent != parent) {
last_parent->mNumChildren = 1;
last_parent->mChildren = new aiNode *[1];
last_parent->mChildren[0] = child;
last_parent->mChildren[0] = child.mOwnership.release();
}
child->mParent = last_parent;
last_parent = child;
last_parent = child.mNode;
new_abs_transform *= child->mTransformation;
}
// attach geometry
ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
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");
@ -269,27 +279,23 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
// 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);
for (PotentialNode& postnode : post_nodes_chain) {
ai_assert(postnode.mNode);
if (last_parent != parent) {
last_parent->mNumChildren = 1;
last_parent->mChildren = new aiNode *[1];
last_parent->mChildren[0] = postnode;
last_parent->mChildren[0] = postnode.mOwnership.release();
}
postnode->mParent = last_parent;
last_parent = postnode;
last_parent = postnode.mNode;
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);
post_nodes_chain.clear();
}
// recursion call - child nodes
@ -303,7 +309,7 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
ConvertCameras(*model, node_name);
}
nodes.push_back(nodes_chain.front());
nodes.push_back(std::move(nodes_chain.front()));
nodes_chain.clear();
}
}
@ -312,18 +318,15 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
parent->mChildren = new aiNode *[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)
{
parent->mChildren[i] = nodes[i].mOwnership.release();
}
nodes.clear();
} else {
parent->mNumChildren = 0;
parent->mChildren = nullptr;
}
} catch (std::exception &) {
Util::delete_fun<aiNode> deleter;
std::for_each(nodes.begin(), nodes.end(), deleter);
std::for_each(nodes_chain.begin(), nodes_chain.end(), deleter);
std::for_each(post_nodes_chain.begin(), post_nodes_chain.end(), deleter);
}
}
void FBXConverter::ConvertLights(const Model &model, const std::string &orig_name) {
@ -681,8 +684,8 @@ std::string FBXConverter::NameTransformationChainNode(const std::string &name, T
return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
}
bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<aiNode *> &output_nodes,
std::vector<aiNode *> &post_output_nodes) {
bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<PotentialNode> &output_nodes,
std::vector<PotentialNode> &post_output_nodes) {
const PropertyTable &props = model.Props();
const Model::RotOrder rot = model.RotationOrder();
@ -828,7 +831,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
chain[i] = chain[i].Inverse();
}
aiNode *nd = new aiNode();
PotentialNode nd;
nd->mName.Set(NameTransformationChainNode(name, comp));
nd->mTransformation = chain[i];
@ -836,9 +839,9 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
if (comp == TransformationComp_GeometricScalingInverse ||
comp == TransformationComp_GeometricRotationInverse ||
comp == TransformationComp_GeometricTranslationInverse) {
post_output_nodes.push_back(nd);
post_output_nodes.emplace_back(std::move(nd));
} 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
aiNode *nd = new aiNode();
output_nodes.push_back(nd);
PotentialNode nd;
// name passed to the method is already unique
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++) {
nd->mTransformation = nd->mTransformation * chain[i];
}
output_nodes.push_back(std::move(nd));
return false;
}

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@ -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);

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@ -49,7 +49,9 @@ using namespace glTFCommon::Util;
namespace Util {
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) {
out = 0;

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@ -249,7 +249,10 @@ inline char EncodeCharBase64(uint8_t b) {
}
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);

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@ -1124,6 +1124,14 @@ private:
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
// Include the implementation of the methods

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@ -273,17 +273,21 @@ Ref<T> LazyDict<T>::Retrieve(unsigned int i) {
}
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];
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()) {
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);
@ -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
template <class T>
@ -766,11 +762,12 @@ void Accessor::ExtractData(T *&outData) {
const size_t targetElemSize = sizeof(T);
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())) {
throw DeadlyImportError("GLTF: count*stride out of range");
const size_t maxSize = (bufferView ? bufferView->byteLength : sparse->data.size());
if (count*stride > maxSize) {
throw DeadlyImportError("GLTF: count*stride ", (count * stride), " > maxSize ", maxSize, " in ", getContextForErrorMessages(id, name));
}
outData = new T[count];

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@ -1126,7 +1126,7 @@ void glTF2Exporter::MergeMeshes()
unsigned int meshIndex = meshRef.GetIndex();
if (meshIndex == removedIndex) {
node->meshes.erase(curNode->meshes.begin() + mm);
curNode->meshes.erase(curNode->meshes.begin() + mm);
} else if (meshIndex > removedIndex) {
Ref<Mesh> newMeshRef = mAsset->meshes.Get(meshIndex - 1);

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@ -918,7 +918,10 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
if (!node.meshes.empty()) {
// 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 count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];

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@ -1033,7 +1033,10 @@ ELSE()
INCLUDE_DIRECTORIES( "../contrib" )
INCLUDE_DIRECTORIES( "../contrib/pugixml/src" )
ADD_DEFINITIONS( -DRAPIDJSON_HAS_STDSTRING=1 )
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()
# VC2010 fixes

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@ -96,8 +96,9 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
if (!mesh->mTextureCoords[i]) {
mesh->mNumUVComponents[i] = 0;
} else {
if (!mesh->mNumUVComponents[i])
if (!mesh->mNumUVComponents[i]) {
mesh->mNumUVComponents[i] = 2;
}
aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
@ -105,17 +106,20 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
// as if they were 2D channels .. just in case an application doesn't handle
// this case
if (2 == mesh->mNumUVComponents[i]) {
for (; p != end; ++p)
for (; p != end; ++p) {
p->z = 0.f;
}
} else if (1 == mesh->mNumUVComponents[i]) {
for (; p != end; ++p)
for (; p != end; ++p) {
p->z = p->y = 0.f;
}
} else if (3 == mesh->mNumUVComponents[i]) {
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
for (; p != end; ++p) {
if (p->z != 0)
if (p->z != 0) {
break;
}
}
if (p == end) {
ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
mesh->mNumUVComponents[i] = 2;
@ -151,7 +155,6 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
// If tangents and normals are given but no bitangents compute them
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
for (unsigned int i = 0; i < mesh->mNumVertices; ++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) {
aiNodeAnim *channel = anim->mChannels[i];
/* If the exact duration of the animation is not given
* compute it now.
*/
// If the exact duration of the animation is not given
// compute it now.
if (anim->mDuration == -1.) {
// Position keys
for (unsigned int j = 0; j < channel->mNumPositionKeys; ++j) {
aiVectorKey &key = channel->mPositionKeys[j];
@ -192,11 +193,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
}
}
/* Check whether the animation channel has no rotation
* or position tracks. In this case we generate a dummy
* track from the information we have in the transformation
* matrix of the corresponding node.
*/
// Check whether the animation channel has no rotation
// or position tracks. In this case we generate a dummy
// track from the information we have in the transformation
// matrix of the corresponding node.
if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
// Find the node that belongs to this animation
aiNode *node = scene->mRootNode->FindNode(channel->mNodeName);
@ -210,6 +210,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
// No rotation keys? Generate a dummy track
if (!channel->mNumRotationKeys) {
if (channel->mRotationKeys) {
delete[] channel->mRotationKeys;
channel->mRotationKeys = nullptr;
}
ai_assert(!channel->mRotationKeys);
channel->mNumRotationKeys = 1;
channel->mRotationKeys = new aiQuatKey[1];
@ -225,6 +229,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
// No scaling keys? Generate a dummy track
if (!channel->mNumScalingKeys) {
if (channel->mScalingKeys) {
delete[] channel->mScalingKeys;
channel->mScalingKeys = nullptr;
}
ai_assert(!channel->mScalingKeys);
channel->mNumScalingKeys = 1;
channel->mScalingKeys = new aiVectorKey[1];
@ -240,6 +248,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
// No position keys? Generate a dummy track
if (!channel->mNumPositionKeys) {
if (channel->mPositionKeys) {
delete[] channel->mPositionKeys;
channel->mPositionKeys = nullptr;
}
ai_assert(!channel->mPositionKeys);
channel->mNumPositionKeys = 1;
channel->mPositionKeys = new aiVectorKey[1];

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@ -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...
}
}