Merge pull request #8 from assimp/master

Update Fork
pull/1350/head
Madrich 2015-09-04 13:08:28 +02:00
commit a58d0f57b3
137 changed files with 21094 additions and 18720 deletions

View File

@ -94,7 +94,11 @@ SET( ASSIMP_INCLUDE_INSTALL_DIR "include" CACHE PATH
SET( ASSIMP_BIN_INSTALL_DIR "bin" CACHE PATH
"Path the tool executables are installed to." )
SET(CMAKE_DEBUG_POSTFIX "d" CACHE STRING "Debug Postfitx for lib, samples and tools")
IF (CMAKE_BUILD_TYPE STREQUAL "Release")
SET(CMAKE_DEBUG_POSTFIX "" CACHE STRING "Debug Postfix for lib, samples and tools")
ELSE()
SET(CMAKE_DEBUG_POSTFIX "d" CACHE STRING "Debug Postfix for lib, samples and tools")
ENDIF()
# Only generate this target if no higher-level project already has
IF (NOT TARGET uninstall)

View File

@ -89,6 +89,9 @@ static const aiImporterDesc desc = {
// ------------------------------------------------------------------------------------------------
// read a string (may be enclosed in double quotation marks). buffer must point to "
#define AI_AC_GET_STRING(out) \
if (*buffer == '\0') { \
throw DeadlyImportError("AC3D: Unexpected EOF in string"); \
} \
++buffer; \
const char* sz = buffer; \
while ('\"' != *buffer) \
@ -293,7 +296,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
SkipSpaces(&buffer);
unsigned int t = strtoul10(buffer,&buffer);
if (t >= std::numeric_limits<int32_t>::max() / sizeof(aiVector3D)) {
if (t >= AI_MAX_ALLOC(aiVector3D)) {
throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
}
obj.vertices.reserve(t);
@ -349,8 +352,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
{
if(!GetNextLine())
{
DefaultLogger::get()->error("AC3D: Unexpected EOF: surface is incomplete");
break;
throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
}
if (TokenMatch(buffer,"mat",3))
{
@ -585,9 +587,19 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
// allocate storage for vertices and normals
mesh->mNumFaces = (*cit).first;
if (mesh->mNumFaces == 0) {
throw DeadlyImportError("AC3D: No faces");
} else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) {
throw DeadlyImportError("AC3D: Too many faces, would run out of memory");
}
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
mesh->mNumVertices = (*cit).second;
if (mesh->mNumVertices == 0) {
throw DeadlyImportError("AC3D: No vertices");
} else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
}
aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
unsigned int cur = 0;

View File

@ -103,7 +103,7 @@ struct Image;
// -------------------------------------------------------------------------------
struct ID : ElemBase {
char name[24] WARN;
char name[1024] WARN;
short flag;
};

View File

@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
#include <sstream>
#include <stdarg.h>
#include "ColladaParser.h"
#include "fast_atof.h"
#include "ParsingUtils.h"
@ -1066,6 +1067,12 @@ void ColladaParser::ReadLight( Collada::Light& pLight)
pLight.mFalloffAngle = ReadFloatFromTextContent();
TestClosing("hotspot_beam");
}
// OpenCOLLADA extensions
// -------------------------------------------------------
else if (IsElement("decay_falloff")) {
pLight.mOuterAngle = ReadFloatFromTextContent();
TestClosing("decay_falloff");
}
}
else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
if( strcmp( mReader->getNodeName(), "light") == 0)
@ -1998,7 +2005,8 @@ void ColladaParser::ReadIndexData( Mesh* pMesh)
}
#ifdef ASSIMP_BUILD_DEBUG
if (primType != Prim_TriFans && primType != Prim_TriStrips) {
if (primType != Prim_TriFans && primType != Prim_TriStrips &&
primType != Prim_Lines) { // this is ONLY to workaround a bug in SketchUp 15.3.331 where it writes the wrong 'count' when it writes out the 'lines'.
ai_assert(actualPrimitives == numPrimitives);
}
#endif
@ -2107,13 +2115,19 @@ size_t ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pP
}
}
// complain if the index count doesn't fit
if( expectedPointCount > 0 && indices.size() != expectedPointCount * numOffsets)
ThrowException( "Expected different index count in <p> element.");
else if( expectedPointCount == 0 && (indices.size() % numOffsets) != 0)
ThrowException( "Expected different index count in <p> element.");
// complain if the index count doesn't fit
if( expectedPointCount > 0 && indices.size() != expectedPointCount * numOffsets) {
if (pPrimType == Prim_Lines) {
// HACK: We just fix this number since SketchUp 15.3.331 writes the wrong 'count' for 'lines'
ReportWarning( "Expected different index count in <p> element, %d instead of %d.", indices.size(), expectedPointCount * numOffsets);
pNumPrimitives = (indices.size() / numOffsets) / 2;
} else
ThrowException( "Expected different index count in <p> element.");
// find the data for all sources
} else if( expectedPointCount == 0 && (indices.size() % numOffsets) != 0)
ThrowException( "Expected different index count in <p> element.");
// find the data for all sources
for( std::vector<InputChannel>::iterator it = pMesh->mPerVertexData.begin(); it != pMesh->mPerVertexData.end(); ++it)
{
InputChannel& input = *it;
@ -2712,6 +2726,21 @@ AI_WONT_RETURN void ColladaParser::ThrowException( const std::string& pError) co
{
throw DeadlyImportError( boost::str( boost::format( "Collada: %s - %s") % mFileName % pError));
}
void ColladaParser::ReportWarning(const char* msg,...)
{
ai_assert(NULL != msg);
va_list args;
va_start(args,msg);
char szBuffer[3000];
const int iLen = vsprintf(szBuffer,msg,args);
ai_assert(iLen > 0);
va_end(args);
DefaultLogger::get()->warn("Validation warning: " + std::string(szBuffer,iLen));
}
// ------------------------------------------------------------------------------------------------
// Skips all data until the end node of the current element

View File

@ -1,42 +1,42 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, assimp team
All rights reserved.
Copyright (c) 2006-2015, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
----------------------------------------------------------------------
*/
/** @file ColladaParser.h
* @brief Defines the parser helper class for the collada loader
@ -53,299 +53,300 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp
{
// ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader.
*
* Does all the XML reading and builds internal data structures from it,
* but leaves the resolving of all the references to the loader.
*/
class ColladaParser
{
friend class ColladaLoader;
protected:
/** Constructor from XML file */
ColladaParser( IOSystem* pIOHandler, const std::string& pFile);
/** Destructor */
~ColladaParser();
/** Reads the contents of the file */
void ReadContents();
/** Reads the structure of the file */
void ReadStructure();
/** Reads asset informations such as coordinate system informations and legal blah */
void ReadAssetInfo();
/** Reads the animation library */
void ReadAnimationLibrary();
/** Reads an animation into the given parent structure */
void ReadAnimation( Collada::Animation* pParent);
/** Reads an animation sampler into the given anim channel */
void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
/** Reads the skeleton controller library */
void ReadControllerLibrary();
/** Reads a controller into the given mesh structure */
void ReadController( Collada::Controller& pController);
/** Reads the joint definitions for the given controller */
void ReadControllerJoints( Collada::Controller& pController);
/** Reads the joint weights for the given controller */
void ReadControllerWeights( Collada::Controller& pController);
/** Reads the image library contents */
void ReadImageLibrary();
/** Reads an image entry into the given image */
void ReadImage( Collada::Image& pImage);
/** Reads the material library */
void ReadMaterialLibrary();
/** Reads a material entry into the given material */
void ReadMaterial( Collada::Material& pMaterial);
/** Reads the camera library */
void ReadCameraLibrary();
/** Reads a camera entry into the given camera */
void ReadCamera( Collada::Camera& pCamera);
/** Reads the light library */
void ReadLightLibrary();
/** Reads a light entry into the given light */
void ReadLight( Collada::Light& pLight);
/** Reads the effect library */
void ReadEffectLibrary();
/** Reads an effect entry into the given effect*/
void ReadEffect( Collada::Effect& pEffect);
/** Reads an COMMON effect profile */
void ReadEffectProfileCommon( Collada::Effect& pEffect);
/** Read sampler properties */
void ReadSamplerProperties( Collada::Sampler& pSampler);
/** Reads an effect entry containing a color or a texture defining that color */
void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
/** Reads an effect entry containing a float */
void ReadEffectFloat( float& pFloat);
/** Reads an effect parameter specification of any kind */
void ReadEffectParam( Collada::EffectParam& pParam);
/** Reads the geometry library contents */
void ReadGeometryLibrary();
/** Reads a geometry from the geometry library. */
void ReadGeometry( Collada::Mesh* pMesh);
/** Reads a mesh from the geometry library */
void ReadMesh( Collada::Mesh* pMesh);
/** Reads a source element - a combination of raw data and an accessor defining
* things that should not be redefinable. Yes, that's another rant.
// ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader.
*
* Does all the XML reading and builds internal data structures from it,
* but leaves the resolving of all the references to the loader.
*/
void ReadSource();
class ColladaParser
{
friend class ColladaLoader;
/** Reads a data array holding a number of elements, and stores it in the global library.
* Currently supported are array of floats and arrays of strings.
*/
void ReadDataArray();
protected:
/** Constructor from XML file */
ColladaParser( IOSystem* pIOHandler, const std::string& pFile);
/** Reads an accessor and stores it in the global library under the given ID -
* accessors use the ID of the parent <source> element
*/
void ReadAccessor( const std::string& pID);
/** Destructor */
~ColladaParser();
/** Reads input declarations of per-vertex mesh data into the given mesh */
void ReadVertexData( Collada::Mesh* pMesh);
/** Reads the contents of the file */
void ReadContents();
/** Reads input declarations of per-index mesh data into the given mesh */
void ReadIndexData( Collada::Mesh* pMesh);
/** Reads the structure of the file */
void ReadStructure();
/** Reads a single input channel element and stores it in the given array, if valid */
void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
/** Reads asset informations such as coordinate system informations and legal blah */
void ReadAssetInfo();
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
/** Reads the animation library */
void ReadAnimationLibrary();
/** Copies the data for a single primitive into the mesh, based on the InputChannels */
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t currentPrimitive, const std::vector<size_t>& indices);
/** Reads an animation into the given parent structure */
void ReadAnimation( Collada::Animation* pParent);
/** Reads one triangle of a tristrip into the mesh */
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh,
std::vector<Collada::InputChannel>& pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t>& indices);
/** Reads an animation sampler into the given anim channel */
void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
/** Reads the skeleton controller library */
void ReadControllerLibrary();
/** Reads the library of node hierarchies and scene parts */
void ReadSceneLibrary();
/** Reads a controller into the given mesh structure */
void ReadController( Collada::Controller& pController);
/** Reads a scene node's contents including children and stores it in the given node */
void ReadSceneNode( Collada::Node* pNode);
/** Reads the joint definitions for the given controller */
void ReadControllerJoints( Collada::Controller& pController);
/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
/** Reads the joint weights for the given controller */
void ReadControllerWeights( Collada::Controller& pController);
/** Reads a mesh reference in a node and adds it to the node's mesh list */
void ReadNodeGeometry( Collada::Node* pNode);
/** Reads the image library contents */
void ReadImageLibrary();
/** Reads the collada scene */
void ReadScene();
/** Reads an image entry into the given image */
void ReadImage( Collada::Image& pImage);
// Processes bind_vertex_input and bind elements
void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
/** Reads the material library */
void ReadMaterialLibrary();
protected:
/** Aborts the file reading with an exception */
AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
/** Reads a material entry into the given material */
void ReadMaterial( Collada::Material& pMaterial);
/** Skips all data until the end node of the current element */
void SkipElement();
/** Reads the camera library */
void ReadCameraLibrary();
/** Skips all data until the end node of the given element */
void SkipElement( const char* pElement);
/** Reads a camera entry into the given camera */
void ReadCamera( Collada::Camera& pCamera);
/** Compares the current xml element name to the given string and returns true if equal */
bool IsElement( const char* pName) const;
/** Reads the light library */
void ReadLightLibrary();
/** Tests for the opening tag of the given element, throws an exception if not found */
void TestOpening( const char* pName);
/** Reads a light entry into the given light */
void ReadLight( Collada::Light& pLight);
/** Tests for the closing tag of the given element, throws an exception if not found */
void TestClosing( const char* pName);
/** Reads the effect library */
void ReadEffectLibrary();
/** Checks the present element for the presence of the attribute, returns its index
or throws an exception if not found */
int GetAttribute( const char* pAttr) const;
/** Reads an effect entry into the given effect*/
void ReadEffect( Collada::Effect& pEffect);
/** Returns the index of the named attribute or -1 if not found. Does not throw,
therefore useful for optional attributes */
int TestAttribute( const char* pAttr) const;
/** Reads an COMMON effect profile */
void ReadEffectProfileCommon( Collada::Effect& pEffect);
/** Reads the text contents of an element, throws an exception if not given.
Skips leading whitespace. */
const char* GetTextContent();
/** Read sampler properties */
void ReadSamplerProperties( Collada::Sampler& pSampler);
/** Reads the text contents of an element, returns NULL if not given.
Skips leading whitespace. */
const char* TestTextContent();
/** Reads an effect entry containing a color or a texture defining that color */
void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
/** Reads a single bool from current text content */
bool ReadBoolFromTextContent();
/** Reads an effect entry containing a float */
void ReadEffectFloat( float& pFloat);
/** Reads a single float from current text content */
float ReadFloatFromTextContent();
/** Reads an effect parameter specification of any kind */
void ReadEffectParam( Collada::EffectParam& pParam);
/** Calculates the resulting transformation from all the given transform steps */
aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
/** Reads the geometry library contents */
void ReadGeometryLibrary();
/** Determines the input data type for the given semantic string */
Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
/** Reads a geometry from the geometry library. */
void ReadGeometry( Collada::Mesh* pMesh);
/** Finds the item in the given library by its reference, throws if not found */
template <typename Type> const Type& ResolveLibraryReference(
const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
/** Reads a mesh from the geometry library */
void ReadMesh( Collada::Mesh* pMesh);
protected:
/** Filename, for a verbose error message */
std::string mFileName;
/** Reads a source element - a combination of raw data and an accessor defining
* things that should not be redefinable. Yes, that's another rant.
*/
void ReadSource();
/** XML reader, member for everyday use */
irr::io::IrrXMLReader* mReader;
/** Reads a data array holding a number of elements, and stores it in the global library.
* Currently supported are array of floats and arrays of strings.
*/
void ReadDataArray();
/** All data arrays found in the file by ID. Might be referred to by actually
everyone. Collada, you are a steaming pile of indirection. */
typedef std::map<std::string, Collada::Data> DataLibrary;
DataLibrary mDataLibrary;
/** Reads an accessor and stores it in the global library under the given ID -
* accessors use the ID of the parent <source> element
*/
void ReadAccessor( const std::string& pID);
/** Same for accessors which define how the data in a data array is accessed. */
typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
AccessorLibrary mAccessorLibrary;
/** Reads input declarations of per-vertex mesh data into the given mesh */
void ReadVertexData( Collada::Mesh* pMesh);
/** Mesh library: mesh by ID */
typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
MeshLibrary mMeshLibrary;
/** Reads input declarations of per-index mesh data into the given mesh */
void ReadIndexData( Collada::Mesh* pMesh);
/** node library: root node of the hierarchy part by ID */
typedef std::map<std::string, Collada::Node*> NodeLibrary;
NodeLibrary mNodeLibrary;
/** Reads a single input channel element and stores it in the given array, if valid */
void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
/** Image library: stores texture properties by ID */
typedef std::map<std::string, Collada::Image> ImageLibrary;
ImageLibrary mImageLibrary;
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
/** Effect library: surface attributes by ID */
typedef std::map<std::string, Collada::Effect> EffectLibrary;
EffectLibrary mEffectLibrary;
/** Copies the data for a single primitive into the mesh, based on the InputChannels */
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t currentPrimitive, const std::vector<size_t>& indices);
/** Material library: surface material by ID */
typedef std::map<std::string, Collada::Material> MaterialLibrary;
MaterialLibrary mMaterialLibrary;
/** Reads one triangle of a tristrip into the mesh */
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh,
std::vector<Collada::InputChannel>& pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t>& indices);
/** Light library: surface light by ID */
typedef std::map<std::string, Collada::Light> LightLibrary;
LightLibrary mLightLibrary;
/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
/** Camera library: surface material by ID */
typedef std::map<std::string, Collada::Camera> CameraLibrary;
CameraLibrary mCameraLibrary;
/** Reads the library of node hierarchies and scene parts */
void ReadSceneLibrary();
/** Controller library: joint controllers by ID */
typedef std::map<std::string, Collada::Controller> ControllerLibrary;
ControllerLibrary mControllerLibrary;
/** Reads a scene node's contents including children and stores it in the given node */
void ReadSceneNode( Collada::Node* pNode);
/** Pointer to the root node. Don't delete, it just points to one of
the nodes in the node library. */
Collada::Node* mRootNode;
/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
/** Root animation container */
Collada::Animation mAnims;
/** Reads a mesh reference in a node and adds it to the node's mesh list */
void ReadNodeGeometry( Collada::Node* pNode);
/** Size unit: how large compared to a meter */
float mUnitSize;
/** Reads the collada scene */
void ReadScene();
/** Which is the up vector */
enum { UP_X, UP_Y, UP_Z } mUpDirection;
// Processes bind_vertex_input and bind elements
void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
/** Collada file format version */
Collada::FormatVersion mFormat;
};
protected:
/** Aborts the file reading with an exception */
AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
void ReportWarning(const char* msg,...);
// ------------------------------------------------------------------------------------------------
// Check for element match
inline bool ColladaParser::IsElement( const char* pName) const
{
ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
return ::strcmp( mReader->getNodeName(), pName) == 0;
}
/** Skips all data until the end node of the current element */
void SkipElement();
// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
{
typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
if( it == pLibrary.end())
ThrowException( boost::str( boost::format( "Unable to resolve library reference \"%s\".") % pURL));
return it->second;
}
/** Skips all data until the end node of the given element */
void SkipElement( const char* pElement);
/** Compares the current xml element name to the given string and returns true if equal */
bool IsElement( const char* pName) const;
/** Tests for the opening tag of the given element, throws an exception if not found */
void TestOpening( const char* pName);
/** Tests for the closing tag of the given element, throws an exception if not found */
void TestClosing( const char* pName);
/** Checks the present element for the presence of the attribute, returns its index
or throws an exception if not found */
int GetAttribute( const char* pAttr) const;
/** Returns the index of the named attribute or -1 if not found. Does not throw,
therefore useful for optional attributes */
int TestAttribute( const char* pAttr) const;
/** Reads the text contents of an element, throws an exception if not given.
Skips leading whitespace. */
const char* GetTextContent();
/** Reads the text contents of an element, returns NULL if not given.
Skips leading whitespace. */
const char* TestTextContent();
/** Reads a single bool from current text content */
bool ReadBoolFromTextContent();
/** Reads a single float from current text content */
float ReadFloatFromTextContent();
/** Calculates the resulting transformation from all the given transform steps */
aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
/** Determines the input data type for the given semantic string */
Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
/** Finds the item in the given library by its reference, throws if not found */
template <typename Type> const Type& ResolveLibraryReference(
const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
protected:
/** Filename, for a verbose error message */
std::string mFileName;
/** XML reader, member for everyday use */
irr::io::IrrXMLReader* mReader;
/** All data arrays found in the file by ID. Might be referred to by actually
everyone. Collada, you are a steaming pile of indirection. */
typedef std::map<std::string, Collada::Data> DataLibrary;
DataLibrary mDataLibrary;
/** Same for accessors which define how the data in a data array is accessed. */
typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
AccessorLibrary mAccessorLibrary;
/** Mesh library: mesh by ID */
typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
MeshLibrary mMeshLibrary;
/** node library: root node of the hierarchy part by ID */
typedef std::map<std::string, Collada::Node*> NodeLibrary;
NodeLibrary mNodeLibrary;
/** Image library: stores texture properties by ID */
typedef std::map<std::string, Collada::Image> ImageLibrary;
ImageLibrary mImageLibrary;
/** Effect library: surface attributes by ID */
typedef std::map<std::string, Collada::Effect> EffectLibrary;
EffectLibrary mEffectLibrary;
/** Material library: surface material by ID */
typedef std::map<std::string, Collada::Material> MaterialLibrary;
MaterialLibrary mMaterialLibrary;
/** Light library: surface light by ID */
typedef std::map<std::string, Collada::Light> LightLibrary;
LightLibrary mLightLibrary;
/** Camera library: surface material by ID */
typedef std::map<std::string, Collada::Camera> CameraLibrary;
CameraLibrary mCameraLibrary;
/** Controller library: joint controllers by ID */
typedef std::map<std::string, Collada::Controller> ControllerLibrary;
ControllerLibrary mControllerLibrary;
/** Pointer to the root node. Don't delete, it just points to one of
the nodes in the node library. */
Collada::Node* mRootNode;
/** Root animation container */
Collada::Animation mAnims;
/** Size unit: how large compared to a meter */
float mUnitSize;
/** Which is the up vector */
enum { UP_X, UP_Y, UP_Z } mUpDirection;
/** Collada file format version */
Collada::FormatVersion mFormat;
};
// ------------------------------------------------------------------------------------------------
// Check for element match
inline bool ColladaParser::IsElement( const char* pName) const
{
ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
return ::strcmp( mReader->getNodeName(), pName) == 0;
}
// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
{
typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
if( it == pLibrary.end())
ThrowException( boost::str( boost::format( "Unable to resolve library reference \"%s\".") % pURL));
return it->second;
}
} // end of namespace Assimp

View File

@ -152,8 +152,8 @@ bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index)
if (fDelta1_z < 0.05f * sqrtf( fDelta1_y * fDelta1_x ))return false;
// now compare the volumes of the bounding boxes
if (std::fabs(fDelta0_x * fDelta1_yz) <
std::fabs(fDelta1_x * fDelta1_y * fDelta1_z))
if (std::fabs(fDelta0_x * fDelta0_y * fDelta0_z) <
std::fabs(fDelta1_x * fDelta1_yz))
{
if (!DefaultLogger::isNullLogger())
{

View File

@ -602,12 +602,12 @@ bool IntersectingLineSegments(const IfcVector2& n0, const IfcVector2& n1,
const IfcVector2& m0, const IfcVector2& m1,
IfcVector2& out0, IfcVector2& out1)
{
const IfcVector2& n0_to_n1 = n1 - n0;
const IfcVector2 n0_to_n1 = n1 - n0;
const IfcVector2& n0_to_m0 = m0 - n0;
const IfcVector2& n1_to_m1 = m1 - n1;
const IfcVector2 n0_to_m0 = m0 - n0;
const IfcVector2 n1_to_m1 = m1 - n1;
const IfcVector2& n0_to_m1 = m1 - n0;
const IfcVector2 n0_to_m1 = m1 - n0;
const IfcFloat e = 1e-5f;
const IfcFloat smalle = 1e-9f;
@ -927,7 +927,7 @@ size_t CloseWindows(ContourVector& contours,
IfcFloat best = static_cast<IfcFloat>(1e10);
IfcVector3 bestv;
const IfcVector3& world_point = minv * IfcVector3(proj_point.x,proj_point.y,0.0f);
const IfcVector3 world_point = minv * IfcVector3(proj_point.x,proj_point.y,0.0f);
BOOST_FOREACH(const TempOpening* opening, refs) {
BOOST_FOREACH(const IfcVector3& other, opening->wallPoints) {
@ -1066,7 +1066,7 @@ IfcMatrix4 ProjectOntoPlane(std::vector<IfcVector2>& out_contour, const TempMesh
// Project all points into the new coordinate system, collect min/max verts on the way
BOOST_FOREACH(const IfcVector3& x, in_verts) {
const IfcVector3& vv = m * x;
const IfcVector3 vv = m * x;
// keep Z offset in the plane coordinate system. Ignoring precision issues
// (which are present, of course), this should be the same value for
// all polygon vertices (assuming the polygon is planar).
@ -1144,7 +1144,7 @@ bool GenerateOpenings(std::vector<TempOpening>& openings,
std::vector<IfcVector2> contour_flat;
IfcVector3 nor;
const IfcMatrix4& m = ProjectOntoPlane(contour_flat, curmesh, ok, nor);
const IfcMatrix4 m = ProjectOntoPlane(contour_flat, curmesh, ok, nor);
if(!ok) {
return false;
}
@ -1227,7 +1227,7 @@ bool GenerateOpenings(std::vector<TempOpening>& openings,
bool side_flag = true;
if (!is_2d_source) {
const IfcVector3& face_nor = ((profile_verts[vi_total+2] - profile_verts[vi_total]) ^
const IfcVector3 face_nor = ((profile_verts[vi_total+2] - profile_verts[vi_total]) ^
(profile_verts[vi_total+1] - profile_verts[vi_total])).Normalize();
const IfcFloat abs_dot_face_nor = std::abs(nor * face_nor);
@ -1242,7 +1242,7 @@ bool GenerateOpenings(std::vector<TempOpening>& openings,
for (unsigned int vi = 0, vend = profile_vertcnts[f]; vi < vend; ++vi, ++vi_total) {
const IfcVector3& x = profile_verts[vi_total];
const IfcVector3& v = m * x;
const IfcVector3 v = m * x;
IfcVector2 vv(v.x, v.y);
//if(check_intersection) {
@ -1322,7 +1322,7 @@ bool GenerateOpenings(std::vector<TempOpening>& openings,
MakeDisjunctWindowContours(other, temp_contour, poly);
if(poly.size() == 1) {
const BoundingBox& newbb = GetBoundingBox(poly[0].outer);
const BoundingBox newbb = GetBoundingBox(poly[0].outer);
if (!BoundingBoxesOverlapping(ibb, newbb )) {
// Good guy bounding box
bb = newbb ;
@ -1438,7 +1438,7 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
// working coordinate system.
bool ok;
IfcVector3 nor;
const IfcMatrix3& m = DerivePlaneCoordinateSpace(curmesh, ok, nor);
const IfcMatrix3 m = DerivePlaneCoordinateSpace(curmesh, ok, nor);
if (!ok) {
return false;
}
@ -1686,13 +1686,13 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
continue;
}
const std::vector<p2t::Triangle*>& tris = cdt->GetTriangles();
const std::vector<p2t::Triangle*> tris = cdt->GetTriangles();
// Collect the triangles we just produced
BOOST_FOREACH(p2t::Triangle* tri, tris) {
for(int i = 0; i < 3; ++i) {
const IfcVector2& v = IfcVector2(
const IfcVector2 v = IfcVector2(
static_cast<IfcFloat>( tri->GetPoint(i)->x ),
static_cast<IfcFloat>( tri->GetPoint(i)->y )
);

View File

@ -954,6 +954,9 @@ inline void LWOImporter::DoRecursiveVMAPAssignment(VMapEntry* base, unsigned int
LWO::ReferrerList& refList = mCurLayer->mPointReferrers;
unsigned int i;
if (idx >= base->abAssigned.size()) {
throw DeadlyImportError("Bad index");
}
base->abAssigned[idx] = true;
for (i = 0; i < numRead;++i) {
base->rawData[idx*base->dims+i]= data[i];

View File

@ -783,6 +783,13 @@ void MD3Importer::InternReadFile( const std::string& pFile,
// Allocate output storage
pScene->mNumMeshes = pcHeader->NUM_SURFACES;
if (pcHeader->NUM_SURFACES == 0) {
throw DeadlyImportError("MD3: No surfaces");
} else if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(aiMesh)) {
// We allocate pointers but check against the size of aiMesh
// since those pointers will eventually have to point to real objects
throw DeadlyImportError("MD3: Too many surfaces, would run out of memory");
}
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
pScene->mNumMaterials = pcHeader->NUM_SURFACES;

View File

@ -355,6 +355,9 @@ void MDLImporter::InternReadFile_Quake1( )
for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins;++i)
{
union{BE_NCONST MDL::Skin* pcSkin;BE_NCONST MDL::GroupSkin* pcGroupSkin;};
if (szCurrent + sizeof(MDL::Skin) > this->mBuffer + this->iFileSize) {
throw DeadlyImportError("[Quake 1 MDL] Unexpected EOF");
}
pcSkin = (BE_NCONST MDL::Skin*)szCurrent;
AI_SWAP4( pcSkin->group );

View File

@ -133,15 +133,16 @@ void ObjFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
TextFileToBuffer(file.get(),m_Buffer);
// Get the model name
std::string strModelName;
std::string modelName, folderName;
std::string::size_type pos = pFile.find_last_of( "\\/" );
if ( pos != std::string::npos )
{
strModelName = pFile.substr(pos+1, pFile.size() - pos - 1);
}
else
{
strModelName = pFile;
if ( pos != std::string::npos ) {
modelName = pFile.substr(pos+1, pFile.size() - pos - 1);
folderName = pFile.substr( 0, pos );
if ( folderName.empty() ) {
pIOHandler->PushDirectory( folderName );
}
} else {
modelName = pFile;
}
// process all '\'
@ -161,13 +162,18 @@ void ObjFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
}
// parse the file into a temporary representation
ObjFileParser parser(m_Buffer, strModelName, pIOHandler);
ObjFileParser parser(m_Buffer, modelName, pIOHandler);
// And create the proper return structures out of it
CreateDataFromImport(parser.GetModel(), pScene);
// Clean up allocated storage for the next import
m_Buffer.clear();
// Pop directory stack
if ( pIOHandler->StackSize() > 0 ) {
pIOHandler->PopDirectory();
}
}
// ------------------------------------------------------------------------------------------------
@ -380,6 +386,11 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
// Copy vertices of this mesh instance
pMesh->mNumVertices = numIndices;
if (pMesh->mNumVertices == 0) {
throw DeadlyImportError( "OBJ: no vertices" );
} else if (pMesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
throw DeadlyImportError( "OBJ: Too many vertices, would run out of memory" );
}
pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
// Allocate buffer for normal vectors

View File

@ -61,21 +61,21 @@ const std::string ObjFileParser::DEFAULT_MATERIAL = AI_DEFAULT_MATERIAL_NAME;
// -------------------------------------------------------------------
// Constructor with loaded data and directories.
ObjFileParser::ObjFileParser(std::vector<char> &Data,const std::string &strModelName, IOSystem *io ) :
m_DataIt(Data.begin()),
m_DataItEnd(Data.end()),
ObjFileParser::ObjFileParser(std::vector<char> &data,const std::string &modelName, IOSystem *io ) :
m_DataIt(data.begin()),
m_DataItEnd(data.end()),
m_pModel(NULL),
m_uiLine(0),
m_pIO( io )
{
std::fill_n(m_buffer,BUFFERSIZE,0);
std::fill_n(m_buffer,Buffersize,0);
// Create the model instance to store all the data
m_pModel = new ObjFile::Model();
m_pModel->m_ModelName = strModelName;
m_pModel->m_ModelName = modelName;
// create default material and store it
m_pModel->m_pDefaultMaterial = new ObjFile::Material();
m_pModel->m_pDefaultMaterial = new ObjFile::Material;
m_pModel->m_pDefaultMaterial->MaterialName.Set( DEFAULT_MATERIAL );
m_pModel->m_MaterialLib.push_back( DEFAULT_MATERIAL );
m_pModel->m_MaterialMap[ DEFAULT_MATERIAL ] = m_pModel->m_pDefaultMaterial;
@ -248,20 +248,20 @@ void ObjFileParser::getVector( std::vector<aiVector3D> &point3d_array ) {
}
float x, y, z;
if( 2 == numComponents ) {
copyNextWord( m_buffer, BUFFERSIZE );
copyNextWord( m_buffer, Buffersize );
x = ( float ) fast_atof( m_buffer );
copyNextWord( m_buffer, BUFFERSIZE );
copyNextWord( m_buffer, Buffersize );
y = ( float ) fast_atof( m_buffer );
z = 0.0;
} else if( 3 == numComponents ) {
copyNextWord( m_buffer, BUFFERSIZE );
copyNextWord( m_buffer, Buffersize );
x = ( float ) fast_atof( m_buffer );
copyNextWord( m_buffer, BUFFERSIZE );
copyNextWord( m_buffer, Buffersize );
y = ( float ) fast_atof( m_buffer );
copyNextWord( m_buffer, BUFFERSIZE );
copyNextWord( m_buffer, Buffersize );
z = ( float ) fast_atof( m_buffer );
} else {
throw DeadlyImportError( "OBJ: Invalid number of components" );
@ -274,13 +274,13 @@ void ObjFileParser::getVector( std::vector<aiVector3D> &point3d_array ) {
// Get values for a new 3D vector instance
void ObjFileParser::getVector3(std::vector<aiVector3D> &point3d_array) {
float x, y, z;
copyNextWord(m_buffer, BUFFERSIZE);
copyNextWord(m_buffer, Buffersize);
x = (float) fast_atof(m_buffer);
copyNextWord(m_buffer, BUFFERSIZE);
copyNextWord(m_buffer, Buffersize);
y = (float) fast_atof(m_buffer);
copyNextWord( m_buffer, BUFFERSIZE );
copyNextWord( m_buffer, Buffersize );
z = ( float ) fast_atof( m_buffer );
point3d_array.push_back( aiVector3D( x, y, z ) );
@ -291,10 +291,10 @@ void ObjFileParser::getVector3(std::vector<aiVector3D> &point3d_array) {
// Get values for a new 2D vector instance
void ObjFileParser::getVector2( std::vector<aiVector2D> &point2d_array ) {
float x, y;
copyNextWord(m_buffer, BUFFERSIZE);
copyNextWord(m_buffer, Buffersize);
x = (float) fast_atof(m_buffer);
copyNextWord(m_buffer, BUFFERSIZE);
copyNextWord(m_buffer, Buffersize);
y = (float) fast_atof(m_buffer);
point2d_array.push_back(aiVector2D(x, y));
@ -306,12 +306,12 @@ void ObjFileParser::getVector2( std::vector<aiVector2D> &point2d_array ) {
// Get values for a new face instance
void ObjFileParser::getFace(aiPrimitiveType type)
{
copyNextLine(m_buffer, BUFFERSIZE);
copyNextLine(m_buffer, Buffersize);
if (m_DataIt == m_DataItEnd)
return;
char *pPtr = m_buffer;
char *pEnd = &pPtr[BUFFERSIZE];
char *pEnd = &pPtr[Buffersize];
pPtr = getNextToken<char*>(pPtr, pEnd);
if (pPtr == pEnd || *pPtr == '\0')
return;
@ -468,8 +468,9 @@ void ObjFileParser::getMaterialDesc()
// Get next data for material data
m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
if (m_DataIt == m_DataItEnd)
if (m_DataIt == m_DataItEnd) {
return;
}
char *pStart = &(*m_DataIt);
while( m_DataIt != m_DataItEnd && !IsLineEnd( *m_DataIt ) ) {
@ -483,14 +484,11 @@ void ObjFileParser::getMaterialDesc()
// Search for material
std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find( strName );
if ( it == m_pModel->m_MaterialMap.end() )
{
if ( it == m_pModel->m_MaterialMap.end() ) {
// Not found, use default material
m_pModel->m_pCurrentMaterial = m_pModel->m_pDefaultMaterial;
DefaultLogger::get()->error("OBJ: failed to locate material " + strName + ", skipping");
}
else
{
} else {
// Found, using detected material
m_pModel->m_pCurrentMaterial = (*it).second;
if ( needsNewMesh( strName ))
@ -539,18 +537,24 @@ void ObjFileParser::getMaterialLib()
// Check for existence
const std::string strMatName(pStart, &(*m_DataIt));
IOStream *pFile = m_pIO->Open(strMatName);
std::string absName;
if ( m_pIO->StackSize() > 0 ) {
const std::string &path = m_pIO->CurrentDirectory();
absName = path + strMatName;
} else {
absName = strMatName;
}
IOStream *pFile = m_pIO->Open( absName );
if (!pFile )
{
DefaultLogger::get()->error("OBJ: Unable to locate material file " + strMatName);
if (!pFile ) {
DefaultLogger::get()->error( "OBJ: Unable to locate material file " + strMatName );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
return;
}
// Import material library data from file
std::vector<char> buffer;
BaseImporter::TextFileToBuffer(pFile,buffer);
BaseImporter::TextFileToBuffer( pFile, buffer );
m_pIO->Close( pFile );
// Importing the material library

View File

@ -62,10 +62,9 @@ class IOSystem;
/// \class ObjFileParser
/// \brief Parser for a obj waveform file
class ObjFileParser
{
class ObjFileParser {
public:
static const size_t BUFFERSIZE = 4096;
static const size_t Buffersize = 4096;
typedef std::vector<char> DataArray;
typedef std::vector<char>::iterator DataArrayIt;
typedef std::vector<char>::const_iterator ConstDataArrayIt;
@ -137,9 +136,10 @@ private:
//! Current line (for debugging)
unsigned int m_uiLine;
//! Helper buffer
char m_buffer[BUFFERSIZE];
char m_buffer[Buffersize];
/// Pointer to IO system instance.
IOSystem *m_pIO;
/// Path to the current model
};
} // Namespace Assimp

View File

@ -63,23 +63,23 @@ static const aiImporterDesc desc = {
};
namespace Grammar {
static const char *MetricType = "Metric";
static const char *Metric_DistanceType = "distance";
static const char *Metric_AngleType = "angle";
static const char *Metric_TimeType = "time";
static const char *Metric_UpType = "up";
static const char *NameType = "Name";
static const char *ObjectRefType = "ObjectRef";
static const char *MaterialRefType = "MaterialRef";
static const char *MetricKeyType = "key";
static const char *GeometryNodeType = "GeometryNode";
static const char *GeometryObjectType = "GeometryObject";
static const char *TransformType = "Transform";
static const char *MeshType = "Mesh";
static const char *VertexArrayType = "VertexArray";
static const char *IndexArrayType = "IndexArray";
static const char *MaterialType = "Material";
static const char *ColorType = "Color";
static const std::string MetricType = "Metric";
static const std::string Metric_DistanceType = "distance";
static const std::string Metric_AngleType = "angle";
static const std::string Metric_TimeType = "time";
static const std::string Metric_UpType = "up";
static const std::string NameType = "Name";
static const std::string ObjectRefType = "ObjectRef";
static const std::string MaterialRefType = "MaterialRef";
static const std::string MetricKeyType = "key";
static const std::string GeometryNodeType = "GeometryNode";
static const std::string GeometryObjectType = "GeometryObject";
static const std::string TransformType = "Transform";
static const std::string MeshType = "Mesh";
static const std::string VertexArrayType = "VertexArray";
static const std::string IndexArrayType = "IndexArray";
static const std::string MaterialType = "Material";
static const std::string ColorType = "Color";
static const std::string DiffuseColorToken = "diffuse";
static const std::string SpecularColorToken = "specular";
static const std::string EmissionColorToken = "emission";
@ -112,7 +112,7 @@ namespace Grammar {
TextureToken
};
static const char *ValidMetricToken[ 4 ] = {
static const std::string ValidMetricToken[ 4 ] = {
Metric_DistanceType,
Metric_AngleType,
Metric_TimeType,
@ -126,7 +126,7 @@ namespace Grammar {
int idx( -1 );
for( size_t i = 0; i < 4; i++ ) {
if( 0 == strncmp( ValidMetricToken[ i ], token, strlen( token ) ) ) {
if( ValidMetricToken[ i ] == token ) {
idx = (int) i;
break;
}
@ -136,45 +136,33 @@ namespace Grammar {
}
static TokenType matchTokenType( const char *tokenType ) {
if( 0 == strncmp( MetricType, tokenType, strlen( MetricType ) ) ) {
if( MetricType == tokenType ) {
return MetricToken;
} else if( 0 == strncmp( NameType, tokenType, strlen( NameType ) ) ) {
} else if( NameType == tokenType ) {
return NameToken;
}
else if( 0 == strncmp( ObjectRefType, tokenType, strlen( ObjectRefType ) ) ) {
} else if( ObjectRefType == tokenType ) {
return ObjectRefToken;
}
else if( 0 == strncmp( MaterialRefType, tokenType, strlen( MaterialRefType ) ) ) {
} else if( MaterialRefType == tokenType ) {
return MaterialRefToken;
}
else if( 0 == strncmp( MetricKeyType, tokenType, strlen( MetricKeyType ) ) ) {
} else if( MetricKeyType == tokenType ) {
return MetricKeyToken;
}
else if( 0 == strncmp( GeometryNodeType, tokenType, strlen( GeometryNodeType ) ) ) {
} else if( GeometryNodeType == tokenType ) {
return GeometryNodeToken;
}
else if( 0 == strncmp( GeometryObjectType, tokenType, strlen( GeometryObjectType ) ) ) {
} else if( GeometryObjectType == tokenType ) {
return GeometryObjectToken;
}
else if( 0 == strncmp( TransformType, tokenType, strlen( TransformType ) ) ) {
} else if( TransformType == tokenType ) {
return TransformToken;
}
else if( 0 == strncmp( MeshType, tokenType, strlen( MeshType ) ) ) {
} else if( MeshType == tokenType ) {
return MeshToken;
}
else if( 0 == strncmp( VertexArrayType, tokenType, strlen( VertexArrayType ) ) ) {
} else if( VertexArrayType == tokenType ) {
return VertexArrayToken;
}
else if( 0 == strncmp( IndexArrayType, tokenType, strlen( IndexArrayType ) ) ) {
} else if( IndexArrayType == tokenType ) {
return IndexArrayToken;
}
else if( 0 == strncmp( MaterialType, tokenType, strlen( MaterialType ) ) ) {
} else if( MaterialType == tokenType ) {
return MaterialToken;
}
else if( 0 == strncmp( ColorType, tokenType, strlen( ColorType ) ) ) {
} else if( ColorType == tokenType ) {
return ColorToken;
}
else if( 0 == strncmp( TextureType, tokenType, strlen( TextureType ) ) ) {
} else if( TextureType == tokenType ) {
return TextureToken;
}

View File

@ -189,7 +189,12 @@ PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool bina
}
mOutput << "element face " << faces << endl;
mOutput << "property list uint uint vertex_index" << endl;
// uchar seems to be the most common type for the number of indices per polygon and int seems to be most common for the vertex indices.
// For instance, MeshLab fails to load meshes in which both types are uint. Houdini seems to have problems as well.
// Obviously, using uchar will not work for meshes with polygons with more than 255 indices, but how realistic is this case?
mOutput << "property list uchar int vertex_index" << endl;
mOutput << "end_header" << endl;
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
@ -342,16 +347,24 @@ void PlyExporter::WriteMeshIndices(const aiMesh* m, unsigned int offset)
}
}
void PlyExporter::WriteMeshIndicesBinary(const aiMesh* m, unsigned int offset)
// Generic method in case we want to use different data types for the indices or make this configurable.
template<typename NumIndicesType, typename IndexType>
void WriteMeshIndicesBinary_Generic(const aiMesh* m, unsigned int offset, std::ostringstream& output)
{
for (unsigned int i = 0; i < m->mNumFaces; ++i) {
const aiFace& f = m->mFaces[i];
mOutput.write(reinterpret_cast<const char*>(&f.mNumIndices), 4);
NumIndicesType numIndices = static_cast<NumIndicesType>(f.mNumIndices);
output.write(reinterpret_cast<const char*>(&numIndices), sizeof(NumIndicesType));
for (unsigned int c = 0; c < f.mNumIndices; ++c) {
unsigned int index = f.mIndices[c] + offset;
mOutput.write(reinterpret_cast<const char*>(&index), 4);
IndexType index = f.mIndices[c] + offset;
output.write(reinterpret_cast<const char*>(&index), sizeof(IndexType));
}
}
}
void PlyExporter::WriteMeshIndicesBinary(const aiMesh* m, unsigned int offset)
{
WriteMeshIndicesBinary_Generic<unsigned char, int>(m, offset, mOutput);
}
#endif

View File

@ -310,6 +310,10 @@ void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
iNum += (unsigned int)(*avFaces)[aiSplit[p][i]].mIndices.size();
}
p_pcOut->mNumVertices = iNum;
if( 0 == iNum ) { // nothing to do
delete[] aiSplit; // cleanup
return;
}
p_pcOut->mVertices = new aiVector3D[iNum];
if (!avColors->empty())
@ -335,20 +339,25 @@ void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
{
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
const size_t idx = ( *avFaces )[ *i ].mIndices[ q ];
if( idx >= ( *avPositions ).size() ) {
// out of border
continue;
}
p_pcOut->mVertices[ iVertex ] = ( *avPositions )[ idx ];
if (!avColors->empty())
p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mColors[ 0 ][ iVertex ] = ( *avColors )[ idx ];
if (!avTexCoords->empty())
{
const aiVector2D& vec = (*avTexCoords)[(*avFaces)[*i].mIndices[q]];
const aiVector2D& vec = ( *avTexCoords )[ idx ];
p_pcOut->mTextureCoords[0][iVertex].x = vec.x;
p_pcOut->mTextureCoords[0][iVertex].y = vec.y;
}
if (!avNormals->empty())
p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mNormals[ iVertex ] = ( *avNormals )[ idx ];
iVertex++;
}

View File

@ -75,8 +75,9 @@ static const aiImporterDesc desc = {
// 2) 4 byte face count
// 3) 50 bytes per face
bool IsBinarySTL(const char* buffer, unsigned int fileSize) {
if (fileSize < 84)
if( fileSize < 84 ) {
return false;
}
const uint32_t faceCount = *reinterpret_cast<const uint32_t*>(buffer + 80);
const uint32_t expectedBinaryFileSize = faceCount * 50 + 84;
@ -99,7 +100,20 @@ bool IsAsciiSTL(const char* buffer, unsigned int fileSize) {
if (buffer + 5 >= bufferEnd)
return false;
return strncmp(buffer, "solid", 5) == 0;
bool isASCII( strncmp( buffer, "solid", 5 ) == 0 );
if( isASCII ) {
// A lot of importers are write solid even if the file is binary. So we have to check for ASCII-characters.
if( fileSize >= 500 ) {
isASCII = true;
for( unsigned int i = 0; i < 500; i++ ) {
if( buffer[ i ] > 127 ) {
isASCII = false;
break;
}
}
}
}
return isASCII;
}
} // namespace
@ -122,23 +136,37 @@ bool STLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
{
const std::string extension = GetExtension(pFile);
if (extension == "stl")
if( extension == "stl" ) {
return true;
else if (!extension.length() || checkSig) {
if (!pIOHandler)
} else if (!extension.length() || checkSig) {
if( !pIOHandler ) {
return true;
}
const char* tokens[] = {"STL","solid"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* STLImporter::GetInfo () const
{
const aiImporterDesc* STLImporter::GetInfo () const {
return &desc;
}
void addFacesToMesh(aiMesh* pMesh)
{
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces;++i) {
aiFace& face = pMesh->mFaces[i];
face.mIndices = new unsigned int[face.mNumIndices = 3];
for (unsigned int o = 0; o < 3;++o,++p) {
face.mIndices[o] = p;
}
}
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void STLImporter::InternReadFile( const std::string& pFile,
@ -164,17 +192,8 @@ void STLImporter::InternReadFile( const std::string& pFile,
// the default vertex color is light gray.
clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 0.6f;
// allocate one mesh
pScene->mNumMeshes = 1;
pScene->mMeshes = new aiMesh*[1];
aiMesh* pMesh = pScene->mMeshes[0] = new aiMesh();
pMesh->mMaterialIndex = 0;
// allocate a single node
pScene->mRootNode = new aiNode();
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
bool bMatClr = false;
@ -186,16 +205,11 @@ void STLImporter::InternReadFile( const std::string& pFile,
throw DeadlyImportError( "Failed to determine STL storage representation for " + pFile + ".");
}
// now copy faces
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces;++i) {
aiFace& face = pMesh->mFaces[i];
face.mIndices = new unsigned int[face.mNumIndices = 3];
for (unsigned int o = 0; o < 3;++o,++p) {
face.mIndices[o] = p;
}
}
// add all created meshes to the single node
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes; i++)
pScene->mRootNode->mMeshes[i] = i;
// create a single default material, using a light gray diffuse color for consistency with
// other geometric types (e.g., PLY).
@ -221,140 +235,171 @@ void STLImporter::InternReadFile( const std::string& pFile,
// Read an ASCII STL file
void STLImporter::LoadASCIIFile()
{
aiMesh* pMesh = pScene->mMeshes[0];
std::vector<aiMesh*> meshes;
const char* sz = mBuffer;
SkipSpaces(&sz);
ai_assert(!IsLineEnd(sz));
sz += 5; // skip the "solid"
SkipSpaces(&sz);
const char* szMe = sz;
while (!::IsSpaceOrNewLine(*sz)) {
sz++;
}
size_t temp;
// setup the name of the node
if ((temp = (size_t)(sz-szMe))) {
if (temp >= MAXLEN) {
throw DeadlyImportError( "STL: Node name too long" );
}
pScene->mRootNode->mName.length = temp;
memcpy(pScene->mRootNode->mName.data,szMe,temp);
pScene->mRootNode->mName.data[temp] = '\0';
}
else pScene->mRootNode->mName.Set("<STL_ASCII>");
const char* bufferEnd = mBuffer + fileSize;
std::vector<aiVector3D> positionBuffer;
std::vector<aiVector3D> normalBuffer;
// try to guess how many vertices we could have
// assume we'll need 160 bytes for each face
pMesh->mNumVertices = ( pMesh->mNumFaces = std::max(1u,fileSize / 160u )) * 3;
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
size_t sizeEstimate = std::max(1u, fileSize / 160u ) * 3;
positionBuffer.reserve(sizeEstimate);
normalBuffer.reserve(sizeEstimate);
unsigned int curFace = 0, curVertex = 3;
for ( ;; )
while (IsAsciiSTL(sz, bufferEnd - sz))
{
// go to the next token
if(!SkipSpacesAndLineEnd(&sz))
aiMesh* pMesh = new aiMesh();
pMesh->mMaterialIndex = 0;
meshes.push_back(pMesh);
SkipSpaces(&sz);
ai_assert(!IsLineEnd(sz));
sz += 5; // skip the "solid"
SkipSpaces(&sz);
const char* szMe = sz;
while (!::IsSpaceOrNewLine(*sz)) {
sz++;
}
size_t temp;
// setup the name of the node
if ((temp = (size_t)(sz-szMe))) {
if (temp >= MAXLEN) {
throw DeadlyImportError( "STL: Node name too long" );
}
pScene->mRootNode->mName.length = temp;
memcpy(pScene->mRootNode->mName.data,szMe,temp);
pScene->mRootNode->mName.data[temp] = '\0';
}
else pScene->mRootNode->mName.Set("<STL_ASCII>");
unsigned int faceVertexCounter = 0;
for ( ;; )
{
// seems we're finished although there was no end marker
DefaultLogger::get()->warn("STL: unexpected EOF. \'endsolid\' keyword was expected");
break;
}
// facet normal -0.13 -0.13 -0.98
if (!strncmp(sz,"facet",5) && IsSpaceOrNewLine(*(sz+5))) {
if (3 != curVertex) {
DefaultLogger::get()->warn("STL: A new facet begins but the old is not yet complete");
}
if (pMesh->mNumFaces == curFace) {
ai_assert(pMesh->mNumFaces != 0);
// need to resize the arrays, our size estimate was wrong
unsigned int iNeededSize = (unsigned int)(sz-mBuffer) / pMesh->mNumFaces;
if (iNeededSize <= 160)iNeededSize >>= 1; // prevent endless looping
unsigned int add = (unsigned int)((mBuffer+fileSize)-sz) / iNeededSize;
add += add >> 3; // add 12.5% as buffer
iNeededSize = (pMesh->mNumFaces + add)*3;
aiVector3D* pv = new aiVector3D[iNeededSize];
memcpy(pv,pMesh->mVertices,pMesh->mNumVertices*sizeof(aiVector3D));
delete[] pMesh->mVertices;
pMesh->mVertices = pv;
pv = new aiVector3D[iNeededSize];
memcpy(pv,pMesh->mNormals,pMesh->mNumVertices*sizeof(aiVector3D));
delete[] pMesh->mNormals;
pMesh->mNormals = pv;
pMesh->mNumVertices = iNeededSize;
pMesh->mNumFaces += add;
}
aiVector3D* vn = &pMesh->mNormals[curFace++*3];
sz += 6;
curVertex = 0;
SkipSpaces(&sz);
if (strncmp(sz,"normal",6)) {
DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found");
}
else
// go to the next token
if(!SkipSpacesAndLineEnd(&sz))
{
sz += 7;
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float&)vn->x );
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float&)vn->y );
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float&)vn->z );
*(vn+1) = *vn;
*(vn+2) = *vn;
// seems we're finished although there was no end marker
DefaultLogger::get()->warn("STL: unexpected EOF. \'endsolid\' keyword was expected");
break;
}
}
// vertex 1.50000 1.50000 0.00000
else if (!strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6)))
{
if (3 == curVertex) {
DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found");
++sz;
}
else
{
sz += 7;
SkipSpaces(&sz);
aiVector3D* vn = &pMesh->mVertices[(curFace-1)*3 + curVertex++];
sz = fast_atoreal_move<float>(sz, (float&)vn->x );
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float&)vn->y );
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float&)vn->z );
}
}
else if (!::strncmp(sz,"endsolid",8)) {
// finished!
break;
}
// else skip the whole identifier
else {
do {
++sz;
} while (!::IsSpaceOrNewLine(*sz));
}
}
// facet normal -0.13 -0.13 -0.98
if (!strncmp(sz,"facet",5) && IsSpaceOrNewLine(*(sz+5)) && *(sz + 5) != '\0') {
if (!curFace) {
pMesh->mNumFaces = 0;
throw DeadlyImportError("STL: ASCII file is empty or invalid; no data loaded");
if (faceVertexCounter != 3) {
DefaultLogger::get()->warn("STL: A new facet begins but the old is not yet complete");
}
faceVertexCounter = 0;
normalBuffer.push_back(aiVector3D());
aiVector3D* vn = &normalBuffer.back();
sz += 6;
SkipSpaces(&sz);
if (strncmp(sz,"normal",6)) {
DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found");
}
else
{
if (sz[6] == '\0') {
throw DeadlyImportError("STL: unexpected EOF while parsing facet");
}
sz += 7;
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float&)vn->x );
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float&)vn->y );
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float&)vn->z );
normalBuffer.push_back(*vn);
normalBuffer.push_back(*vn);
}
}
// vertex 1.50000 1.50000 0.00000
else if (!strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6)))
{
if (faceVertexCounter >= 3) {
DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found");
++sz;
}
else
{
if (sz[6] == '\0') {
throw DeadlyImportError("STL: unexpected EOF while parsing facet");
}
sz += 7;
SkipSpaces(&sz);
positionBuffer.push_back(aiVector3D());
aiVector3D* vn = &positionBuffer.back();
sz = fast_atoreal_move<float>(sz, (float&)vn->x );
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float&)vn->y );
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float&)vn->z );
faceVertexCounter++;
}
}
else if (!::strncmp(sz,"endsolid",8)) {
do {
++sz;
} while (!::IsLineEnd(*sz));
SkipSpacesAndLineEnd(&sz);
// finished!
break;
}
// else skip the whole identifier
else {
do {
++sz;
} while (!::IsSpaceOrNewLine(*sz));
}
}
if (positionBuffer.empty()) {
pMesh->mNumFaces = 0;
throw DeadlyImportError("STL: ASCII file is empty or invalid; no data loaded");
}
if (positionBuffer.size() % 3 != 0) {
pMesh->mNumFaces = 0;
throw DeadlyImportError("STL: Invalid number of vertices");
}
if (normalBuffer.size() != positionBuffer.size()) {
pMesh->mNumFaces = 0;
throw DeadlyImportError("Normal buffer size does not match position buffer size");
}
pMesh->mNumFaces = positionBuffer.size() / 3;
pMesh->mNumVertices = positionBuffer.size();
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
memcpy(pMesh->mVertices, &positionBuffer[0].x, pMesh->mNumVertices * sizeof(aiVector3D));
positionBuffer.clear();
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
memcpy(pMesh->mNormals, &normalBuffer[0].x, pMesh->mNumVertices * sizeof(aiVector3D));
normalBuffer.clear();
// now copy faces
addFacesToMesh(pMesh);
}
// now add the loaded meshes
pScene->mNumMeshes = (unsigned int)meshes.size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
for (size_t i = 0; i < meshes.size(); i++)
{
pScene->mMeshes[i] = meshes[i];
}
pMesh->mNumFaces = curFace;
pMesh->mNumVertices = curFace*3;
// we are finished!
}
// ------------------------------------------------------------------------------------------------
// Read a binary STL file
bool STLImporter::LoadBinaryFile()
{
// allocate one mesh
pScene->mNumMeshes = 1;
pScene->mMeshes = new aiMesh*[1];
aiMesh* pMesh = pScene->mMeshes[0] = new aiMesh();
pMesh->mMaterialIndex = 0;
// skip the first 80 bytes
if (fileSize < 84) {
throw DeadlyImportError("STL: file is too small for the header");
@ -382,7 +427,6 @@ bool STLImporter::LoadBinaryFile()
const unsigned char* sz = (const unsigned char*)mBuffer + 80;
// now read the number of facets
aiMesh* pMesh = pScene->mMeshes[0];
pScene->mRootNode->mName.Set("<STL_BINARY>");
pMesh->mNumFaces = *((uint32_t*)sz);
@ -402,7 +446,7 @@ bool STLImporter::LoadBinaryFile()
vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
for (unsigned int i = 0; i < pMesh->mNumFaces;++i) {
for (unsigned int i = 0; i < pMesh->mNumFaces;++i) {
// NOTE: Blender sometimes writes empty normals ... this is not
// our fault ... the RemoveInvalidData helper step should fix that
@ -455,6 +499,10 @@ bool STLImporter::LoadBinaryFile()
*(clr+2) = *clr;
}
}
// now copy faces
addFacesToMesh(pMesh);
if (bIsMaterialise && !pMesh->mColors[0])
{
// use the color as diffuse material color

View File

@ -399,10 +399,14 @@ void CatmullClarkSubdivider::InternSubdivide (
bool haveit = false;
for (unsigned int i = 0; i < f.mNumIndices; ++i) {
if (maptbl[FLATTEN_VERTEX_IDX(n,f.mIndices[i])]==(unsigned int)t) {
haveit = true; break;
haveit = true;
break;
}
}
ai_assert(haveit);
if (!haveit) {
DefaultLogger::get()->debug("Catmull-Clark Subdivider: Index not used");
}
break;
}
}

View File

@ -53,6 +53,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#endif
#include "types.h"
#include <vector>
namespace Assimp {
class IOStream;
@ -102,18 +105,14 @@ public:
* @param pFile Path to the file
* @return true if there is a file with this path, else false.
*/
virtual bool Exists( const char* pFile) const = 0;
// -------------------------------------------------------------------
/** @brief Returns the system specific directory separator
* @return System specific directory separator
*/
virtual char getOsSeparator() const = 0;
// -------------------------------------------------------------------
/** @brief Open a new file with a given path.
*
@ -139,8 +138,6 @@ public:
inline IOStream* Open(const std::string& pFile,
const std::string& pMode = std::string("rb"));
// -------------------------------------------------------------------
/** @brief Closes the given file and releases all resources
* associated with it.
@ -170,10 +167,41 @@ public:
*/
inline bool ComparePaths (const std::string& one,
const std::string& second) const;
// -------------------------------------------------------------------
/** @brief Pushes a new directory onto the directory stack.
* @param path Path to push onto the stack.
* @return True, when push was successful, false if path is empty.
*/
virtual bool PushDirectory( const std::string &path );
// -------------------------------------------------------------------
/** @brief Returns the top directory from the stack.
* @return The directory on the top of the stack.
* Returns empty when no directory was pushed to the stack.
*/
virtual const std::string &CurrentDirectory() const;
// -------------------------------------------------------------------
/** @brief Returns the number of directories stored on the stack.
* @return The number of directories of the stack.
*/
virtual size_t StackSize() const;
// -------------------------------------------------------------------
/** @brief Pops the top directory from the stack.
* @return True, when a directory was on the stack. False if no
* directory was on the stack.
*/
virtual bool PopDirectory();
private:
std::vector<std::string> m_pathStack;
};
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::IOSystem()
AI_FORCE_INLINE IOSystem::IOSystem() :
m_pathStack()
{
// empty
}
@ -220,6 +248,43 @@ inline bool IOSystem::ComparePaths (const std::string& one,
}
// ----------------------------------------------------------------------------
inline bool IOSystem::PushDirectory( const std::string &path ) {
if ( path.empty() ) {
return false;
}
m_pathStack.push_back( path );
return true;
}
// ----------------------------------------------------------------------------
inline const std::string &IOSystem::CurrentDirectory() const {
if ( m_pathStack.empty() ) {
static const std::string Dummy("");
return Dummy;
}
return m_pathStack[ m_pathStack.size()-1 ];
}
// ----------------------------------------------------------------------------
inline size_t IOSystem::StackSize() const {
return m_pathStack.size();
}
// ----------------------------------------------------------------------------
inline bool IOSystem::PopDirectory() {
if ( m_pathStack.empty() ) {
return false;
}
m_pathStack.pop_back();
return true;
}
// ----------------------------------------------------------------------------
} //!ns Assimp
#endif //AI_IOSYSTEM_H_INC

View File

@ -276,4 +276,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# define AI_BUILD_BIG_ENDIAN
#endif
/* To avoid running out of memory
* This can be adjusted for specific use cases
* It's NOT a total limit, just a limit for individual allocations
*/
#define AI_MAX_ALLOC(type) ((256U * 1024 * 1024) / sizeof(type))
#endif // !! INCLUDED_AI_DEFINES_H

View File

@ -42,7 +42,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Android extension of DefaultIOSystem using the standard C file functions */
#include <code/AssimpPCH.h>
#include <assimp/config.h>
#include <android/api-level.h>
#if __ANDROID__ and __ANDROID_API__ > 9 and defined(AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT)
#include <stdlib.h>
@ -50,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <android/asset_manager.h>
#include <android/asset_manager_jni.h>
#include <android/native_activity.h>
#include <assimp/ai_assert.h>
#include <assimp/port/AndroidJNI/AndroidJNIIOSystem.h>
#include <code/DefaultIOStream.h>
#include <fstream>
@ -114,7 +116,7 @@ bool AndroidJNIIOSystem::AndroidExtractAsset(std::string name)
// Open file
AAsset* asset = AAssetManager_open(mApkAssetManager, name.c_str(),
AASSET_MODE_UNKNOWN);
std::string assetContent;
std::vector<char> assetContent;
if (asset != NULL) {
// Find size
@ -138,7 +140,7 @@ bool AndroidJNIIOSystem::AndroidExtractAsset(std::string name)
}
// Write output buffer into a file
assetExtracted.write(assetContent.c_str(), strlen(assetContent.c_str()));
assetExtracted.write(&assetContent[0], assetContent.size());
assetExtracted.close();
__android_log_print(ANDROID_LOG_DEFAULT, "Assimp", "Asset extracted");

View File

@ -20,6 +20,7 @@ additional_dirs, ext_whitelist = [],[]
# populate search directories and lists of allowed file extensions
# depending on the platform we're running on.
if os.name=='posix':
additional_dirs.append('./')
additional_dirs.append('/usr/lib/')
additional_dirs.append('/usr/local/lib/')

View File

@ -68,7 +68,7 @@ class PyAssimp3DViewer:
pygame.init()
pygame.display.set_caption(self.base_name)
pygame.display.set_mode((w,h), pygame.OPENGL | pygame.DOUBLEBUF)
glutInit()
self.prepare_shaders()
self.cameras = [DefaultCamera(w,h,fov)]

View File

@ -24,6 +24,7 @@ SET( TEST_SRCS
unit/utGenNormals.cpp
unit/utImporter.cpp
unit/utImproveCacheLocality.cpp
unit/utIOSystem.cpp
unit/utJoinVertices.cpp
unit/utLimitBoneWeights.cpp
unit/utMaterialSystem.cpp

View File

@ -0,0 +1,94 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2014, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "UnitTestPCH.h"
#include <assimp/IOSystem.hpp>
using namespace std;
using namespace Assimp;
static const string Sep = "/";
class TestIOSystem : public IOSystem {
public:
TestIOSystem() : IOSystem() {}
virtual ~TestIOSystem() {}
virtual bool Exists( const char* ) const {
return true;
}
virtual char getOsSeparator() const {
return Sep[ 0 ];
}
virtual IOStream* Open(const char* pFile, const char* pMode = "rb") {
return NULL;
}
virtual void Close( IOStream* pFile) {
// empty
}
};
class IOSystemTest : public ::testing::Test {
public:
virtual void SetUp() { pImp = new TestIOSystem(); }
virtual void TearDown() { delete pImp; }
protected:
TestIOSystem* pImp;
};
/*
virtual bool PushDirectory( const std::string &path );
virtual const std::string &CurrentDirectory() const;
virtual bool PopDirectory();
*/
TEST_F( IOSystemTest, accessDirectoryStackTest ) {
EXPECT_FALSE( pImp->PopDirectory() );
EXPECT_EQ( 0, pImp->StackSize() );
EXPECT_FALSE( pImp->PushDirectory( "" ) );
std::string path = "test/";
EXPECT_TRUE( pImp->PushDirectory( path ) );
EXPECT_EQ( 1, pImp->StackSize() );
EXPECT_EQ( path, pImp->CurrentDirectory() );
EXPECT_TRUE( pImp->PopDirectory() );
EXPECT_EQ( 0, pImp->StackSize() );
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<Workspace
version = "1.0">
<FileRef
location = "self:Assimp.xcodeproj">
</FileRef>
</Workspace>

View File

@ -0,0 +1,80 @@
<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "0700"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "7F79227F1AB43AC3005A8E5D"
BuildableName = "libassimp.a"
BlueprintName = "assimp"
ReferencedContainer = "container:workspaces/xcode6/Assimp.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<AdditionalOptions>
</AdditionalOptions>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
debugServiceExtension = "internal"
allowLocationSimulation = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "7F79227F1AB43AC3005A8E5D"
BuildableName = "libassimp.a"
BlueprintName = "assimp"
ReferencedContainer = "container:workspaces/xcode6/Assimp.xcodeproj">
</BuildableReference>
</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"
shouldUseLaunchSchemeArgsEnv = "YES"
savedToolIdentifier = ""
useCustomWorkingDirectory = "NO"
debugDocumentVersioning = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "7F79227F1AB43AC3005A8E5D"
BuildableName = "libassimp.a"
BlueprintName = "assimp"
ReferencedContainer = "container:workspaces/xcode6/Assimp.xcodeproj">
</BuildableReference>
</MacroExpansion>
</ProfileAction>
<AnalyzeAction
buildConfiguration = "Debug">
</AnalyzeAction>
<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>