Merge branch 'master' into 3mf_basematerial_support

pull/1832/head
Kim Kulling 2018-03-11 20:16:40 +01:00 committed by GitHub
commit a3ad45f3b3
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
25 changed files with 336 additions and 77 deletions

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@ -230,6 +230,11 @@ ELSEIF( CMAKE_COMPILER_IS_MINGW )
ADD_DEFINITIONS( -U__STRICT_ANSI__ )
ENDIF()
if (IOS)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fembed-bitcode -O3")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fembed-bitcode -O3")
endif()
if (ASSIMP_COVERALLS)
MESSAGE(STATUS "Coveralls enabled")
INCLUDE(Coveralls)

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@ -349,7 +349,7 @@ void Discreet3DSImporter::ParseObjectChunk()
case Discreet3DS::CHUNK_MAT_MATERIAL:
// Add a new material to the list
mScene->mMaterials.push_back(D3DS::Material(std::string("UNNAMED_" + std::to_string(mScene->mMaterials.size()))));
mScene->mMaterials.push_back(D3DS::Material(std::string("UNNAMED_" + to_string(mScene->mMaterials.size()))));
ParseMaterialChunk();
break;

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@ -72,6 +72,7 @@ SET( PUBLIC_HEADERS
${HEADER_PATH}/matrix4x4.h
${HEADER_PATH}/matrix4x4.inl
${HEADER_PATH}/mesh.h
${HEADER_PATH}/pbrmaterial.h
${HEADER_PATH}/postprocess.h
${HEADER_PATH}/quaternion.h
${HEADER_PATH}/quaternion.inl

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@ -131,6 +131,7 @@ void ColladaLoader::SetupProperties(const Importer* pImp)
{
noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,0) != 0;
useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES,0) != 0;
}
// ------------------------------------------------------------------------------------------------
@ -1913,6 +1914,11 @@ const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, c
// The name must be unique for proper node-bone association.
std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode)
{
// If explicitly requested, just use the collada name.
if (useColladaName) {
return pNode->mName;
}
// Now setup the name of the assimp node. The collada name might not be
// unique, so we use the collada ID.
if (!pNode->mID.empty())

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@ -248,6 +248,7 @@ protected:
bool noSkeletonMesh;
bool ignoreUpDirection;
bool useColladaName;
/** Used by FindNameForNode() to generate unique node names */
unsigned int mNodeNameCounter;

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@ -235,9 +235,6 @@ void FBXExporter::WriteBinaryFooter()
outfile->Write(NULL_RECORD.c_str(), NULL_RECORD.size(), 1);
outfile->Write(GENERIC_FOOTID.c_str(), GENERIC_FOOTID.size(), 1);
for (size_t i = 0; i < 4; ++i) {
outfile->Write("\x00", 1, 1);
}
// here some padding is added for alignment to 16 bytes.
// if already aligned, the full 16 bytes is added.
@ -247,6 +244,11 @@ void FBXExporter::WriteBinaryFooter()
outfile->Write("\x00", 1, 1);
}
// not sure what this is, but it seems to always be 0 in modern files
for (size_t i = 0; i < 4; ++i) {
outfile->Write("\x00", 1, 1);
}
// now the file version again
{
StreamWriterLE outstream(outfile);

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@ -54,6 +54,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXProperties.h"
#include <assimp/ByteSwapper.h>
#include <algorithm> // std::transform
namespace Assimp {
namespace FBX {
@ -82,11 +84,12 @@ Material::Material(uint64_t id, const Element& element, const Document& doc, con
std::string templateName;
const char* const sh = shading.c_str();
if(!strcmp(sh,"phong")) {
// lower-case shading because Blender (for example) writes "Phong"
std::transform(shading.begin(), shading.end(), shading.begin(), ::tolower);
if(shading == "phong") {
templateName = "Material.FbxSurfacePhong";
}
else if(!strcmp(sh,"lambert")) {
else if(shading == "lambert") {
templateName = "Material.FbxSurfaceLambert";
}
else {

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@ -303,11 +303,12 @@ void ObjFileMtlImporter::createMaterial()
// New Material created
m_pModel->m_pCurrentMaterial = new ObjFile::Material();
m_pModel->m_pCurrentMaterial->MaterialName.Set( name );
m_pModel->m_MaterialLib.push_back( name );
m_pModel->m_MaterialMap[ name ] = m_pModel->m_pCurrentMaterial;
if (m_pModel->m_pCurrentMesh) {
m_pModel->m_pCurrentMesh->m_uiMaterialIndex = static_cast<unsigned int>(m_pModel->m_MaterialLib.size() - 1);
}
m_pModel->m_MaterialLib.push_back( name );
m_pModel->m_MaterialMap[ name ] = m_pModel->m_pCurrentMaterial;
} else {
// Use older material
m_pModel->m_pCurrentMaterial = (*it).second;

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@ -245,28 +245,7 @@ void PLYImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSy
// list is containing a list of points
bool pointsOnly = mGeneratedMesh->mFaces == NULL ? true : false;
if (pointsOnly) {
if (mGeneratedMesh->mNumVertices < 3) {
if (mGeneratedMesh != NULL) {
delete(mGeneratedMesh);
mGeneratedMesh = nullptr;
}
streamedBuffer.close();
throw DeadlyImportError("Invalid .ply file: Not enough "
"vertices to build a proper face list. ");
}
const unsigned int iNum = (unsigned int)mGeneratedMesh->mNumVertices / 3;
mGeneratedMesh->mNumFaces = iNum;
mGeneratedMesh->mFaces = new aiFace[mGeneratedMesh->mNumFaces];
for (unsigned int i = 0; i < iNum; ++i) {
mGeneratedMesh->mFaces[i].mNumIndices = 3;
mGeneratedMesh->mFaces[i].mIndices = new unsigned int[3];
mGeneratedMesh->mFaces[i].mIndices[0] = (i * 3);
mGeneratedMesh->mFaces[i].mIndices[1] = (i * 3) + 1;
mGeneratedMesh->mFaces[i].mIndices[2] = (i * 3) + 2;
}
mGeneratedMesh->mPrimitiveTypes = aiPrimitiveType::aiPrimitiveType_POINT;
}
// now load a list of all materials

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@ -1043,71 +1043,91 @@ bool PLY::PropertyInstance::ParseValueBinary(IOStreamBuffer<char> &streamBuffer,
switch (eType)
{
case EDT_UInt:
out->iUInt = (uint32_t)*((uint32_t*)pCur);
pCur += 4;
{
uint32_t t;
memcpy(&t, pCur, sizeof(uint32_t));
pCur += sizeof(uint32_t);
// Swap endianness
if (p_bBE)ByteSwap::Swap((int32_t*)&out->iUInt);
if (p_bBE)ByteSwap::Swap(&t);
out->iUInt = t;
break;
}
case EDT_UShort:
{
uint16_t i = *((uint16_t*)pCur);
uint16_t t;
memcpy(&t, pCur, sizeof(uint16_t));
pCur += sizeof(uint16_t);
// Swap endianness
if (p_bBE)ByteSwap::Swap(&i);
out->iUInt = (uint32_t)i;
pCur += 2;
if (p_bBE)ByteSwap::Swap(&t);
out->iUInt = t;
break;
}
case EDT_UChar:
{
out->iUInt = (uint32_t)(*((uint8_t*)pCur));
pCur++;
uint8_t t;
memcpy(&t, pCur, sizeof(uint8_t));
pCur += sizeof(uint8_t);
out->iUInt = t;
break;
}
case EDT_Int:
out->iInt = *((int32_t*)pCur);
pCur += 4;
{
int32_t t;
memcpy(&t, pCur, sizeof(int32_t));
pCur += sizeof(int32_t);
// Swap endianness
if (p_bBE)ByteSwap::Swap(&out->iInt);
if (p_bBE)ByteSwap::Swap(&t);
out->iInt = t;
break;
}
case EDT_Short:
{
int16_t i = *((int16_t*)pCur);
int16_t t;
memcpy(&t, pCur, sizeof(int16_t));
pCur += sizeof(int16_t);
// Swap endianness
if (p_bBE)ByteSwap::Swap(&i);
out->iInt = (int32_t)i;
pCur += 2;
if (p_bBE)ByteSwap::Swap(&t);
out->iInt = t;
break;
}
case EDT_Char:
out->iInt = (int32_t)*((int8_t*)pCur);
pCur++;
{
int8_t t;
memcpy(&t, pCur, sizeof(int8_t));
pCur += sizeof(int8_t);
out->iInt = t;
break;
}
case EDT_Float:
{
out->fFloat = *((float*)pCur);
float t;
memcpy(&t, pCur, sizeof(float));
pCur += sizeof(float);
// Swap endianness
if (p_bBE)ByteSwap::Swap((int32_t*)&out->fFloat);
pCur += 4;
if (p_bBE)ByteSwap::Swap(&t);
out->fFloat = t;
break;
}
case EDT_Double:
{
out->fDouble = *((double*)pCur);
double t;
memcpy(&t, pCur, sizeof(double));
pCur += sizeof(double);
// Swap endianness
if (p_bBE)ByteSwap::Swap((int64_t*)&out->fDouble);
pCur += 8;
if (p_bBE)ByteSwap::Swap(&t);
out->fDouble = t;
break;
}
default:

View File

@ -172,12 +172,16 @@ void STLExporter :: WriteMeshBinary(const aiMesh* m)
}
nor.Normalize();
}
ai_real nx = nor.x, ny = nor.y, nz = nor.z;
// STL binary files use 4-byte floats. This may possibly cause loss of precision
// for clients using 8-byte doubles
float nx = (float) nor.x;
float ny = (float) nor.y;
float nz = (float) nor.z;
AI_SWAP4(nx); AI_SWAP4(ny); AI_SWAP4(nz);
mOutput.write((char *)&nx, 4); mOutput.write((char *)&ny, 4); mOutput.write((char *)&nz, 4);
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
const aiVector3D& v = m->mVertices[f.mIndices[a]];
ai_real vx = v.x, vy = v.y, vz = v.z;
float vx = (float) v.x, vy = (float) v.y, vz = (float) v.z;
AI_SWAP4(vx); AI_SWAP4(vy); AI_SWAP4(vz);
mOutput.write((char *)&vx, 4); mOutput.write((char *)&vy, 4); mOutput.write((char *)&vz, 4);
}

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@ -669,7 +669,7 @@ inline Image::Image()
}
inline void Image::Read(Value& obj, Asset& /*r*/)
inline void Image::Read(Value& obj, Asset& r)
{
if (!mDataLength) {
if (Value* uri = FindString(obj, "uri")) {
@ -686,6 +686,19 @@ inline void Image::Read(Value& obj, Asset& /*r*/)
this->uri = uristr;
}
}
else if (Value* bufferViewVal = FindUInt(obj, "bufferView")) {
this->bufferView = r.bufferViews.Retrieve(bufferViewVal->GetUint());
Ref<Buffer> buffer = this->bufferView->buffer;
this->mDataLength = this->bufferView->byteLength;
// maybe this memcpy could be avoided if aiTexture does not delete[] pcData at destruction.
this->mData = new uint8_t [this->mDataLength];
memcpy(this->mData, buffer->GetPointer() + this->bufferView->byteOffset, this->mDataLength);
if (Value* mtype = FindString(obj, "mimeType")) {
this->mimeType = mtype->GetString();
}
}
}
}

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@ -948,24 +948,24 @@ Ref<Buffer> buf = pAsset_Root.buffers.Get(pCompression_Open3DGC.Buffer);
size_t size_coordindex = ifs.GetNCoordIndex() * 3;// See float attributes note.
if(primitives[0].indices->count != size_coordindex)
throw DeadlyImportError("GLTF: Open3DGC. Compressed indices count (" + std::to_string(size_coordindex) +
") not equal to uncompressed (" + std::to_string(primitives[0].indices->count) + ").");
throw DeadlyImportError("GLTF: Open3DGC. Compressed indices count (" + to_string(size_coordindex) +
") not equal to uncompressed (" + to_string(primitives[0].indices->count) + ").");
size_coordindex *= sizeof(IndicesType);
// Coordinates
size_t size_coord = ifs.GetNCoord();// See float attributes note.
if(primitives[0].attributes.position[0]->count != size_coord)
throw DeadlyImportError("GLTF: Open3DGC. Compressed positions count (" + std::to_string(size_coord) +
") not equal to uncompressed (" + std::to_string(primitives[0].attributes.position[0]->count) + ").");
throw DeadlyImportError("GLTF: Open3DGC. Compressed positions count (" + to_string(size_coord) +
") not equal to uncompressed (" + to_string(primitives[0].attributes.position[0]->count) + ").");
size_coord *= 3 * sizeof(float);
// Normals
size_t size_normal = ifs.GetNNormal();// See float attributes note.
if(primitives[0].attributes.normal[0]->count != size_normal)
throw DeadlyImportError("GLTF: Open3DGC. Compressed normals count (" + std::to_string(size_normal) +
") not equal to uncompressed (" + std::to_string(primitives[0].attributes.normal[0]->count) + ").");
throw DeadlyImportError("GLTF: Open3DGC. Compressed normals count (" + to_string(size_normal) +
") not equal to uncompressed (" + to_string(primitives[0].attributes.normal[0]->count) + ").");
size_normal *= 3 * sizeof(float);
// Additional attributes.
@ -989,8 +989,8 @@ Ref<Buffer> buf = pAsset_Root.buffers.Get(pCompression_Open3DGC.Buffer);
if(idx_texcoord < primitives[0].attributes.texcoord.size())
{
if(primitives[0].attributes.texcoord[idx]->count != tval)
throw DeadlyImportError("GLTF: Open3DGC. Compressed texture coordinates count (" + std::to_string(tval) +
") not equal to uncompressed (" + std::to_string(primitives[0].attributes.texcoord[idx]->count) + ").");
throw DeadlyImportError("GLTF: Open3DGC. Compressed texture coordinates count (" + to_string(tval) +
") not equal to uncompressed (" + to_string(primitives[0].attributes.texcoord[idx]->count) + ").");
idx_texcoord++;
}

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@ -194,9 +194,16 @@ void glTFImporter::ImportMaterials(glTF::Asset& r)
aimat->AddProperty(&str, AI_MATKEY_NAME);
}
SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT );
SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE );
SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
SetMaterialColorProperty(embeddedTexIdxs, r, mat.emission, aimat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
if (mat.transparent && (mat.transparency != 1.0f)) {
aimat->AddProperty(&mat.transparency, 1, AI_MATKEY_OPACITY);
}
if (mat.shininess > 0.f) {
aimat->AddProperty(&mat.shininess, 1, AI_MATKEY_SHININESS);

View File

@ -77,8 +77,9 @@ extern "C" {
the consistency of the compressed data, so the library should never crash
even in the case of corrupted input.
*/
#ifdef __ANDROID__
using zcrc_t = unsigned_long;
typedef unsigned long zcrc_t;
#endif
typedef voidpf (*alloc_func) OF((voidpf opaque, uInt items, uInt size));

View File

@ -934,6 +934,16 @@ enum aiComponent
*/
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the Collada loader should use Collada names as node names.
*
* If this property is set to true, the Collada names will be used as the
* node name. The default is to use the id tag (resp. sid tag, if no id tag is present)
* instead.
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES "IMPORT_COLLADA_USE_COLLADA_NAMES"
// ---------- All the Export defines ------------
/** @brief Specifies the xfile use double for real values of float

View File

@ -0,0 +1,5 @@
newmtl MyMaterial
Ka 1.000 1.000 1.000
Kd 1.000 1.000 1.000
Ns 200.000
Ks 0.050 0.050 0.050

View File

@ -0,0 +1,32 @@
g Object
mtllib cube_mtllib_after_g.mat
usemtl MyMaterial
v 0.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
vn 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 -1.0 0.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0
f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 8//5
f 5//5 8//5 6//5
f 1//4 5//4 6//4
f 1//4 6//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1

Binary file not shown.

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@ -0,0 +1,45 @@
ply
format ascii 1.0
comment Created by Blender 2.77 (sub 0) - www.blender.org, source file: ''
element vertex 24
property float x
property float y
property float z
property float nx
property float ny
property float nz
property float s
property float t
element face 6
property list uchar uint vertex_indices
end_header
1.000000 1.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000
1.000000 -1.000000 -1.000000 0.000000 0.000000 -1.000000 1.000000 0.000000
-1.000000 -1.000000 -1.000000 0.000000 0.000000 -1.000000 1.000000 1.000000
-1.000000 1.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 1.000000
1.000000 0.999999 1.000000 0.000000 -0.000000 1.000000 0.000000 0.000000
-1.000000 1.000000 1.000000 0.000000 -0.000000 1.000000 1.000000 0.000000
-1.000000 -1.000000 1.000000 0.000000 -0.000000 1.000000 1.000000 1.000000
0.999999 -1.000001 1.000000 0.000000 -0.000000 1.000000 0.000000 1.000000
1.000000 1.000000 -1.000000 1.000000 -0.000000 0.000000 0.000000 0.000000
1.000000 0.999999 1.000000 1.000000 -0.000000 0.000000 1.000000 0.000000
0.999999 -1.000001 1.000000 1.000000 -0.000000 0.000000 1.000000 1.000000
1.000000 -1.000000 -1.000000 1.000000 -0.000000 0.000000 0.000000 1.000000
1.000000 -1.000000 -1.000000 -0.000000 -1.000000 -0.000000 0.000000 0.000000
0.999999 -1.000001 1.000000 -0.000000 -1.000000 -0.000000 1.000000 0.000000
-1.000000 -1.000000 1.000000 -0.000000 -1.000000 -0.000000 1.000000 1.000000
-1.000000 -1.000000 -1.000000 -0.000000 -1.000000 -0.000000 0.000000 1.000000
-1.000000 -1.000000 -1.000000 -1.000000 0.000000 -0.000000 0.000000 0.000000
-1.000000 -1.000000 1.000000 -1.000000 0.000000 -0.000000 1.000000 0.000000
-1.000000 1.000000 1.000000 -1.000000 0.000000 -0.000000 1.000000 1.000000
-1.000000 1.000000 -1.000000 -1.000000 0.000000 -0.000000 0.000000 1.000000
1.000000 0.999999 1.000000 0.000000 1.000000 0.000000 0.000000 0.000000
1.000000 1.000000 -1.000000 0.000000 1.000000 0.000000 1.000000 0.000000
-1.000000 1.000000 -1.000000 0.000000 1.000000 0.000000 1.000000 1.000000
-1.000000 1.000000 1.000000 0.000000 1.000000 0.000000 0.000000 1.000000
4 0 1 2 3
4 4 5 6 7
4 8 9 10 11
4 12 13 14 15
4 16 17 18 19
4 20 21 22 23

View File

@ -0,0 +1,36 @@
ply
format ascii 1.0
comment Created by Blender 2.77 (sub 0) - www.blender.org, source file: ''
element vertex 24
property float x
property float y
property float z
property float nx
property float ny
property float nz
property list uchar uint vertex_indices
end_header
7.941797 1.432409 -0.927566 0.000000 0.000000 -1.000000
7.941797 -2.321273 -0.927566 0.000000 0.000000 -1.000000
4.188114 -2.321273 -0.927566 0.000000 0.000000 -1.000000
4.188115 1.432410 -0.927566 0.000000 0.000000 -1.000000
7.941798 1.432408 2.826117 0.000000 -0.000000 1.000000
4.188114 1.432409 2.826117 0.000000 -0.000000 1.000000
4.188113 -2.321273 2.826117 0.000000 -0.000000 1.000000
7.941795 -2.321275 2.826117 0.000000 -0.000000 1.000000
7.941797 1.432409 -0.927566 1.000000 -0.000000 0.000000
7.941798 1.432408 2.826117 1.000000 -0.000000 0.000000
7.941795 -2.321275 2.826117 1.000000 -0.000000 0.000000
7.941797 -2.321273 -0.927566 1.000000 -0.000000 0.000000
7.941797 -2.321273 -0.927566 -0.000000 -1.000000 -0.000000
7.941795 -2.321275 2.826117 -0.000000 -1.000000 -0.000000
4.188113 -2.321273 2.826117 -0.000000 -1.000000 -0.000000
4.188114 -2.321273 -0.927566 -0.000000 -1.000000 -0.000000
4.188114 -2.321273 -0.927566 -1.000000 0.000000 -0.000000
4.188113 -2.321273 2.826117 -1.000000 0.000000 -0.000000
4.188114 1.432409 2.826117 -1.000000 0.000000 -0.000000
4.188115 1.432410 -0.927566 -1.000000 0.000000 -0.000000
7.941798 1.432408 2.826117 0.000000 1.000000 0.000000
7.941797 1.432409 -0.927566 0.000000 1.000000 0.000000
4.188115 1.432410 -0.927566 0.000000 1.000000 0.000000
4.188114 1.432409 2.826117 0.000000 1.000000 0.000000

View File

@ -354,3 +354,16 @@ TEST_F(utObjImportExport, 0based_array_Test) {
const aiScene *scene = myimporter.ReadFileFromMemory(ObjModel.c_str(), ObjModel.size(), 0);
EXPECT_EQ(nullptr, scene);
}
TEST_F( utObjImportExport, mtllib_after_g ) {
::Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/OBJ/cube_mtllib_after_g.obj", aiProcess_ValidateDataStructure );
ASSERT_NE( nullptr, scene );
EXPECT_EQ(scene->mNumMeshes, 1U);
const aiMesh *mesh = scene->mMeshes[0];
const aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
aiString name;
ASSERT_EQ(aiReturn_SUCCESS, mat->Get(AI_MATKEY_NAME, name));
EXPECT_STREQ("MyMaterial", name.C_Str());
}

View File

@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/Exporter.hpp>
#include <assimp/scene.h>
#include "AbstractImportExportBase.h"
#include <assimp/postprocess.h>
using namespace ::Assimp;
@ -52,7 +53,7 @@ class utPLYImportExport : public AbstractImportExportBase {
public:
virtual bool importerTest() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/PLY/cube.ply", 0 );
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/PLY/cube.ply", aiProcess_ValidateDataStructure);
EXPECT_EQ( 1u, scene->mNumMeshes );
EXPECT_NE( nullptr, scene->mMeshes[0] );
EXPECT_EQ( 8u, scene->mMeshes[0]->mNumVertices );
@ -65,7 +66,7 @@ public:
virtual bool exporterTest() {
Importer importer;
Exporter exporter;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/PLY/cube.ply", 0);
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/PLY/cube.ply", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "ply", ASSIMP_TEST_MODELS_DIR "/PLY/cube_test.ply"));
@ -89,19 +90,66 @@ TEST_F(utPLYImportExport, exportTest_Success ) {
//Test issue 1623, crash when loading two PLY files in a row
TEST_F(utPLYImportExport, importerMultipleTest) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/PLY/cube.ply", 0);
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/PLY/cube.ply", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/PLY/cube.ply", 0);
scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/PLY/cube.ply", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_NE(nullptr, scene->mMeshes[0]);
EXPECT_EQ(6u, scene->mMeshes[0]->mNumFaces);
}
TEST_F(utPLYImportExport, importPLYwithUV) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/PLY/cube_uv.ply", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_NE(nullptr, scene->mMeshes[0]);
//This test model is using n-gons, so 6 faces instead of 12 tris
EXPECT_EQ(6u, scene->mMeshes[0]->mNumFaces);
EXPECT_EQ(aiPrimitiveType_POLYGON, scene->mMeshes[0]->mPrimitiveTypes);
EXPECT_EQ(true, scene->mMeshes[0]->HasTextureCoords(0));
}
TEST_F(utPLYImportExport, importBinaryPLY) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/PLY/cube_binary.ply", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_NE(nullptr, scene->mMeshes[0]);
//This test model is double sided, so 12 faces instead of 6
EXPECT_EQ(12u, scene->mMeshes[0]->mNumFaces);
}
TEST_F( utPLYImportExport, vertexColorTest ) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/PLY/float-color.ply", 0 );
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/PLY/float-color.ply", aiProcess_ValidateDataStructure);
EXPECT_NE( nullptr, scene );
EXPECT_EQ(1u, scene->mMeshes[0]->mNumFaces);
EXPECT_EQ(aiPrimitiveType_TRIANGLE, scene->mMeshes[0]->mPrimitiveTypes);
EXPECT_EQ(true, scene->mMeshes[0]->HasVertexColors(0));
auto first_face = scene->mMeshes[0]->mFaces[0];
EXPECT_EQ(3, first_face.mNumIndices);
EXPECT_EQ(0, first_face.mIndices[0]);
EXPECT_EQ(1, first_face.mIndices[1]);
EXPECT_EQ(2, first_face.mIndices[2]);
}
//Test issue #623, PLY importer should not automatically create faces
TEST_F(utPLYImportExport, pointcloudTest) {
Assimp::Importer importer;
//Could not use aiProcess_ValidateDataStructure since it's missing faces.
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/PLY/issue623.ply", 0);
EXPECT_NE(nullptr, scene);
EXPECT_EQ(1u, scene->mNumMeshes);
EXPECT_NE(nullptr, scene->mMeshes[0]);
EXPECT_EQ(24u, scene->mMeshes[0]->mNumVertices);
EXPECT_EQ(aiPrimitiveType::aiPrimitiveType_POINT, scene->mMeshes[0]->mPrimitiveTypes);
EXPECT_EQ(0u, scene->mMeshes[0]->mNumFaces);
}
static const char *test_file =
@ -125,6 +173,7 @@ static const char *test_file =
TEST_F( utPLYImportExport, parseErrorTest ) {
Assimp::Importer importer;
//Could not use aiProcess_ValidateDataStructure since it's missing faces.
const aiScene *scene = importer.ReadFileFromMemory( test_file, strlen( test_file ), 0);
EXPECT_NE( nullptr, scene );
}

View File

@ -329,6 +329,29 @@ int Assimp_Info (const char* const* params, unsigned int num)
special_points[2][0],special_points[2][1],special_points[2][2]
)
;
// meshes
if (scene->mNumMeshes) {
printf("\nMeshes: (name) [vertices / bones / faces | primitive_types]\n");
}
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
const aiMesh* mesh = scene->mMeshes[i];
printf(" %d (%s)", i, mesh->mName.C_Str());
printf(
": [%d / %d / %d |",
mesh->mNumVertices,
mesh->mNumBones,
mesh->mNumFaces
);
const unsigned int ptypes = mesh->mPrimitiveTypes;
if (ptypes & aiPrimitiveType_POINT) { printf(" point"); }
if (ptypes & aiPrimitiveType_LINE) { printf(" line"); }
if (ptypes & aiPrimitiveType_TRIANGLE) { printf(" triangle"); }
if (ptypes & aiPrimitiveType_POLYGON) { printf(" polygon"); }
printf("]\n");
}
// materials
unsigned int total=0;
for(unsigned int i = 0;i < scene->mNumMaterials; ++i) {
aiString name;
@ -340,6 +363,7 @@ int Assimp_Info (const char* const* params, unsigned int num)
printf("\n");
}
// textures
total=0;
for(unsigned int i = 0;i < scene->mNumMaterials; ++i) {
aiString name;
@ -369,6 +393,7 @@ int Assimp_Info (const char* const* params, unsigned int num)
printf("\n");
}
// animations
total=0;
for(unsigned int i = 0;i < scene->mNumAnimations; ++i) {
if (scene->mAnimations[i]->mName.length) {
@ -379,6 +404,7 @@ int Assimp_Info (const char* const* params, unsigned int num)
printf("\n");
}
// node hierarchy
printf("\nNode hierarchy:\n");
unsigned int cline=0;
PrintHierarchy(scene->mRootNode,20,1000,cline,verbose);