Merge branch 'master' into fixTexcoord

pull/2829/head
Malcolm Tyrrell 2019-12-12 12:19:02 +00:00 committed by GitHub
commit b6553b8a78
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GPG Key ID: 4AEE18F83AFDEB23
29 changed files with 2405 additions and 1985 deletions

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@ -253,7 +253,7 @@ ELSEIF(MSVC)
IF(MSVC12)
ADD_COMPILE_OPTIONS(/wd4351)
ENDIF()
SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Ob2 /Zi /O0")
SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Zi /Od")
ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
IF(NOT HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}")

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -78,7 +76,6 @@ static const aiImporterDesc desc = {
"b3d"
};
// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
#ifdef _MSC_VER
# pragma warning (disable: 4018)
#endif
@ -86,10 +83,8 @@ static const aiImporterDesc desc = {
//#define DEBUG_B3D
template<typename T>
void DeleteAllBarePointers(std::vector<T>& x)
{
for(auto p : x)
{
void DeleteAllBarePointers(std::vector<T>& x) {
for(auto p : x) {
delete p;
}
}
@ -102,10 +97,14 @@ B3DImporter::~B3DImporter()
bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
size_t pos=pFile.find_last_of( '.' );
if( pos==string::npos ) return false;
if( pos==string::npos ) {
return false;
}
string ext=pFile.substr( pos+1 );
if( ext.size()!=3 ) return false;
if( ext.size()!=3 ) {
return false;
}
return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
}
@ -117,30 +116,21 @@ const aiImporterDesc* B3DImporter::GetInfo () const
return &desc;
}
#ifdef DEBUG_B3D
extern "C"{ void _stdcall AllocConsole(); }
#endif
// ------------------------------------------------------------------------------------------------
void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
#ifdef DEBUG_B3D
AllocConsole();
freopen( "conin$","r",stdin );
freopen( "conout$","w",stdout );
freopen( "conout$","w",stderr );
cout<<"Hello world from the B3DImporter!"<<endl;
#endif
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
if( file.get() == nullptr) {
throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
}
// check whether the .b3d file is large enough to contain
// at least one chunk.
size_t fileSize = file->FileSize();
if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
if( fileSize<8 ) {
throw DeadlyImportError( "B3D File is too small.");
}
_pos=0;
_buf.resize( fileSize );
@ -158,14 +148,17 @@ AI_WONT_RETURN void B3DImporter::Oops(){
// ------------------------------------------------------------------------------------------------
AI_WONT_RETURN void B3DImporter::Fail( string str ){
#ifdef DEBUG_B3D
cout<<"Error in B3D file data: "<<str<<endl;
ASSIMP_LOG_ERROR_F("Error in B3D file data: ", str);
#endif
throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadByte(){
if( _pos<_buf.size() ) return _buf[_pos++];
if( _pos<_buf.size() ) {
return _buf[_pos++];
}
Fail( "EOF" );
return 0;
}
@ -224,7 +217,9 @@ string B3DImporter::ReadString(){
string str;
while( _pos<_buf.size() ){
char c=(char)ReadByte();
if( !c ) return str;
if( !c ) {
return str;
}
str+=c;
}
Fail( "EOF" );
@ -238,7 +233,7 @@ string B3DImporter::ReadChunk(){
tag+=char( ReadByte() );
}
#ifdef DEBUG_B3D
// cout<<"ReadChunk:"<<tag<<endl;
ASSIMP_LOG_DEBUG_F("ReadChunk: ", tag);
#endif
unsigned sz=(unsigned)ReadInt();
_stack.push_back( _pos+sz );
@ -269,7 +264,6 @@ T *B3DImporter::to_array( const vector<T> &v ){
return p;
}
// ------------------------------------------------------------------------------------------------
template<class T>
T **unique_to_array( vector<std::unique_ptr<T> > &v ){
@ -283,7 +277,6 @@ T **unique_to_array( vector<std::unique_ptr<T> > &v ){
return p;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTEXS(){
while( ChunkSize() ){
@ -376,9 +369,13 @@ void B3DImporter::ReadVRTS(){
v.vertex=ReadVec3();
if( _vflags & 1 ) v.normal=ReadVec3();
if( _vflags & 1 ) {
v.normal=ReadVec3();
}
if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
if( _vflags & 2 ) {
ReadQuat(); //skip v 4bytes...
}
for( int i=0;i<_tcsets;++i ){
float t[4]={0,0,0,0};
@ -386,53 +383,55 @@ void B3DImporter::ReadVRTS(){
t[j]=ReadFloat();
}
t[1]=1-t[1];
if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
if( !i ) {
v.texcoords=aiVector3D( t[0],t[1],t[2] );
}
}
}
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTRIS( int v0 ){
int matid=ReadInt();
if( matid==-1 ){
matid=0;
}else if( matid<0 || matid>=(int)_materials.size() ){
void B3DImporter::ReadTRIS(int v0) {
int matid = ReadInt();
if (matid == -1) {
matid = 0;
} else if (matid < 0 || matid >= (int)_materials.size()) {
#ifdef DEBUG_B3D
cout<<"material id="<<matid<<endl;
ASSIMP_LOG_ERROR_F("material id=", matid);
#endif
Fail( "Bad material id" );
}
Fail("Bad material id");
}
std::unique_ptr<aiMesh> mesh(new aiMesh);
std::unique_ptr<aiMesh> mesh(new aiMesh);
mesh->mMaterialIndex=matid;
mesh->mNumFaces=0;
mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
mesh->mMaterialIndex = matid;
mesh->mNumFaces = 0;
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
int n_tris=ChunkSize()/12;
aiFace *face=mesh->mFaces=new aiFace[n_tris];
int n_tris = ChunkSize() / 12;
aiFace *face = mesh->mFaces = new aiFace[n_tris];
for( int i=0;i<n_tris;++i ){
int i0=ReadInt()+v0;
int i1=ReadInt()+v0;
int i2=ReadInt()+v0;
if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
for (int i = 0; i < n_tris; ++i) {
int i0 = ReadInt() + v0;
int i1 = ReadInt() + v0;
int i2 = ReadInt() + v0;
if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) {
#ifdef DEBUG_B3D
cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
ASSIMP_LOG_ERROR_F("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
#endif
Fail( "Bad triangle index" );
continue;
}
face->mNumIndices=3;
face->mIndices=new unsigned[3];
face->mIndices[0]=i0;
face->mIndices[1]=i1;
face->mIndices[2]=i2;
++mesh->mNumFaces;
++face;
}
Fail("Bad triangle index");
continue;
}
face->mNumIndices = 3;
face->mIndices = new unsigned[3];
face->mIndices[0] = i0;
face->mIndices[1] = i1;
face->mIndices[2] = i2;
++mesh->mNumFaces;
++face;
}
_meshes.emplace_back( std::move(mesh) );
_meshes.emplace_back(std::move(mesh));
}
// ------------------------------------------------------------------------------------------------
@ -453,29 +452,23 @@ void B3DImporter::ReadMESH(){
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBONE( int id ){
while( ChunkSize() ){
int vertex=ReadInt();
float weight=ReadFloat();
if( vertex<0 || vertex>=(int)_vertices.size() ){
Fail( "Bad vertex index" );
}
void B3DImporter::ReadBONE(int id) {
while (ChunkSize()) {
int vertex = ReadInt();
float weight = ReadFloat();
if (vertex < 0 || vertex >= (int)_vertices.size()) {
Fail("Bad vertex index");
}
Vertex &v=_vertices[vertex];
int i;
for( i=0;i<4;++i ){
if( !v.weights[i] ){
v.bones[i]=id;
v.weights[i]=weight;
break;
}
}
#ifdef DEBUG_B3D
if( i==4 ){
cout<<"Too many bone weights"<<endl;
}
#endif
}
Vertex &v = _vertices[vertex];
for (int i = 0; i < 4; ++i) {
if (!v.weights[i]) {
v.bones[i] = id;
v.weights[i] = weight;
break;
}
}
}
}
// ------------------------------------------------------------------------------------------------
@ -633,11 +626,15 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
}
ExitChunk();
if( !_nodes.size() ) Fail( "No nodes" );
if( !_nodes.size() ) {
Fail( "No nodes" );
}
if( !_meshes.size() ) Fail( "No meshes" );
if( !_meshes.size() ) {
Fail( "No meshes" );
}
//Fix nodes/meshes/bones
// Fix nodes/meshes/bones
for(size_t i=0;i<_nodes.size();++i ){
aiNode *node=_nodes[i];
@ -648,8 +645,12 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
int n_verts=mesh->mNumVertices=n_tris * 3;
aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
if( _vflags & 1 ) {
mn=mesh->mNormals=new aiVector3D[ n_verts ];
}
if( _tcsets ) {
mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
}
aiFace *face=mesh->mFaces;

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@ -411,6 +411,8 @@ ADD_ASSIMP_IMPORTER( M3D
M3D/M3DMaterials.h
M3D/M3DImporter.h
M3D/M3DImporter.cpp
M3D/M3DWrapper.h
M3D/M3DWrapper.cpp
M3D/m3d.h
)

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -78,6 +76,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/TinyFormatter.h>
#include <assimp/Exceptional.h>
#include <assimp/Profiler.h>
#include <assimp/commonMetaData.h>
#include <set>
#include <memory>
#include <cctype>
@ -119,7 +119,7 @@ void* AllocateFromAssimpHeap::operator new ( size_t num_bytes, const std::nothro
return AllocateFromAssimpHeap::operator new( num_bytes );
}
catch( ... ) {
return NULL;
return nullptr;
}
}
@ -134,9 +134,8 @@ void* AllocateFromAssimpHeap::operator new[] ( size_t num_bytes) {
void* AllocateFromAssimpHeap::operator new[] ( size_t num_bytes, const std::nothrow_t& ) throw() {
try {
return AllocateFromAssimpHeap::operator new[]( num_bytes );
}
catch( ... ) {
return NULL;
} catch( ... ) {
return nullptr;
}
}
@ -148,7 +147,7 @@ void AllocateFromAssimpHeap::operator delete[] ( void* data) {
// Importer constructor.
Importer::Importer()
: pimpl( new ImporterPimpl ) {
pimpl->mScene = NULL;
pimpl->mScene = nullptr;
pimpl->mErrorString = "";
// Allocate a default IO handler
@ -174,14 +173,14 @@ Importer::Importer()
// ------------------------------------------------------------------------------------------------
// Destructor of Importer
Importer::~Importer()
{
Importer::~Importer() {
// Delete all import plugins
DeleteImporterInstanceList(pimpl->mImporter);
// Delete all post-processing plug-ins
for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++)
for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); ++a ) {
delete pimpl->mPostProcessingSteps[a];
}
// Delete the assigned IO and progress handler
delete pimpl->mIOHandler;
@ -199,9 +198,9 @@ Importer::~Importer()
// ------------------------------------------------------------------------------------------------
// Register a custom post-processing step
aiReturn Importer::RegisterPPStep(BaseProcess* pImp)
{
ai_assert(NULL != pImp);
aiReturn Importer::RegisterPPStep(BaseProcess* pImp) {
ai_assert( nullptr != pImp );
ASSIMP_BEGIN_EXCEPTION_REGION();
pimpl->mPostProcessingSteps.push_back(pImp);
@ -213,9 +212,9 @@ aiReturn Importer::RegisterPPStep(BaseProcess* pImp)
// ------------------------------------------------------------------------------------------------
// Register a custom loader plugin
aiReturn Importer::RegisterLoader(BaseImporter* pImp)
{
ai_assert(NULL != pImp);
aiReturn Importer::RegisterLoader(BaseImporter* pImp) {
ai_assert(nullptr != pImp);
ASSIMP_BEGIN_EXCEPTION_REGION();
// --------------------------------------------------------------------
@ -242,13 +241,13 @@ aiReturn Importer::RegisterLoader(BaseImporter* pImp)
pimpl->mImporter.push_back(pImp);
ASSIMP_LOG_INFO_F("Registering custom importer for these file extensions: ", baked);
ASSIMP_END_EXCEPTION_REGION(aiReturn);
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Unregister a custom loader plugin
aiReturn Importer::UnregisterLoader(BaseImporter* pImp)
{
aiReturn Importer::UnregisterLoader(BaseImporter* pImp) {
if(!pImp) {
// unregistering a NULL importer is no problem for us ... really!
return AI_SUCCESS;
@ -265,13 +264,13 @@ aiReturn Importer::UnregisterLoader(BaseImporter* pImp)
}
ASSIMP_LOG_WARN("Unable to remove custom importer: I can't find you ...");
ASSIMP_END_EXCEPTION_REGION(aiReturn);
return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// Unregister a custom loader plugin
aiReturn Importer::UnregisterPPStep(BaseProcess* pImp)
{
aiReturn Importer::UnregisterPPStep(BaseProcess* pImp) {
if(!pImp) {
// unregistering a NULL ppstep is no problem for us ... really!
return AI_SUCCESS;
@ -288,24 +287,22 @@ aiReturn Importer::UnregisterPPStep(BaseProcess* pImp)
}
ASSIMP_LOG_WARN("Unable to remove custom post-processing step: I can't find you ..");
ASSIMP_END_EXCEPTION_REGION(aiReturn);
return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// Supplies a custom IO handler to the importer to open and access files.
void Importer::SetIOHandler( IOSystem* pIOHandler)
{
void Importer::SetIOHandler( IOSystem* pIOHandler) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
// If the new handler is zero, allocate a default IO implementation.
if (!pIOHandler)
{
if (!pIOHandler) {
// Release pointer in the possession of the caller
pimpl->mIOHandler = new DefaultIOSystem();
pimpl->mIsDefaultHandler = true;
}
// Otherwise register the custom handler
else if (pimpl->mIOHandler != pIOHandler)
{
} else if (pimpl->mIOHandler != pIOHandler) { // Otherwise register the custom handler
delete pimpl->mIOHandler;
pimpl->mIOHandler = pIOHandler;
pimpl->mIsDefaultHandler = false;
@ -316,29 +313,32 @@ void Importer::SetIOHandler( IOSystem* pIOHandler)
// ------------------------------------------------------------------------------------------------
// Get the currently set IO handler
IOSystem* Importer::GetIOHandler() const {
ai_assert(nullptr != pimpl);
return pimpl->mIOHandler;
}
// ------------------------------------------------------------------------------------------------
// Check whether a custom IO handler is currently set
bool Importer::IsDefaultIOHandler() const {
ai_assert(nullptr != pimpl);
return pimpl->mIsDefaultHandler;
}
// ------------------------------------------------------------------------------------------------
// Supplies a custom progress handler to get regular callbacks during importing
void Importer::SetProgressHandler ( ProgressHandler* pHandler ) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
// If the new handler is zero, allocate a default implementation.
if (!pHandler)
{
if (!pHandler) {
// Release pointer in the possession of the caller
pimpl->mProgressHandler = new DefaultProgressHandler();
pimpl->mIsDefaultProgressHandler = true;
}
// Otherwise register the custom handler
else if (pimpl->mProgressHandler != pHandler)
{
} else if (pimpl->mProgressHandler != pHandler) { // Otherwise register the custom handler
delete pimpl->mProgressHandler;
pimpl->mProgressHandler = pHandler;
pimpl->mIsDefaultProgressHandler = false;
@ -349,19 +349,22 @@ void Importer::SetProgressHandler ( ProgressHandler* pHandler ) {
// ------------------------------------------------------------------------------------------------
// Get the currently set progress handler
ProgressHandler* Importer::GetProgressHandler() const {
ai_assert(nullptr != pimpl);
return pimpl->mProgressHandler;
}
// ------------------------------------------------------------------------------------------------
// Check whether a custom progress handler is currently set
bool Importer::IsDefaultProgressHandler() const {
ai_assert(nullptr != pimpl);
return pimpl->mIsDefaultProgressHandler;
}
// ------------------------------------------------------------------------------------------------
// Validate post process step flags
bool _ValidateFlags(unsigned int pFlags)
{
bool _ValidateFlags(unsigned int pFlags) {
if (pFlags & aiProcess_GenSmoothNormals && pFlags & aiProcess_GenNormals) {
ASSIMP_LOG_ERROR("#aiProcess_GenSmoothNormals and #aiProcess_GenNormals are incompatible");
return false;
@ -375,12 +378,13 @@ bool _ValidateFlags(unsigned int pFlags)
// ------------------------------------------------------------------------------------------------
// Free the current scene
void Importer::FreeScene( )
{
void Importer::FreeScene( ) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
delete pimpl->mScene;
pimpl->mScene = NULL;
pimpl->mScene = nullptr;
pimpl->mErrorString = "";
ASSIMP_END_EXCEPTION_REGION(void);
@ -388,44 +392,48 @@ void Importer::FreeScene( )
// ------------------------------------------------------------------------------------------------
// Get the current error string, if any
const char* Importer::GetErrorString() const
{
/* Must remain valid as long as ReadFile() or FreeFile() are not called */
const char* Importer::GetErrorString() const {
ai_assert(nullptr != pimpl);
// Must remain valid as long as ReadFile() or FreeFile() are not called
return pimpl->mErrorString.c_str();
}
// ------------------------------------------------------------------------------------------------
// Enable extra-verbose mode
void Importer::SetExtraVerbose(bool bDo)
{
void Importer::SetExtraVerbose(bool bDo) {
ai_assert(nullptr != pimpl);
pimpl->bExtraVerbose = bDo;
}
// ------------------------------------------------------------------------------------------------
// Get the current scene
const aiScene* Importer::GetScene() const
{
const aiScene* Importer::GetScene() const {
ai_assert(nullptr != pimpl);
return pimpl->mScene;
}
// ------------------------------------------------------------------------------------------------
// Orphan the current scene and return it.
aiScene* Importer::GetOrphanedScene()
{
aiScene* Importer::GetOrphanedScene() {
ai_assert(nullptr != pimpl);
aiScene* s = pimpl->mScene;
ASSIMP_BEGIN_EXCEPTION_REGION();
pimpl->mScene = NULL;
pimpl->mScene = nullptr;
pimpl->mErrorString = ""; /* reset error string */
pimpl->mErrorString = ""; // reset error string
ASSIMP_END_EXCEPTION_REGION(aiScene*);
return s;
}
// ------------------------------------------------------------------------------------------------
// Validate post-processing flags
bool Importer::ValidateFlags(unsigned int pFlags) const
{
bool Importer::ValidateFlags(unsigned int pFlags) const {
ASSIMP_BEGIN_EXCEPTION_REGION();
// run basic checks for mutually exclusive flags
if(!_ValidateFlags(pFlags)) {
@ -467,8 +475,9 @@ bool Importer::ValidateFlags(unsigned int pFlags) const
const aiScene* Importer::ReadFileFromMemory( const void* pBuffer,
size_t pLength,
unsigned int pFlags,
const char* pHint /*= ""*/)
{
const char* pHint /*= ""*/) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
if (!pHint) {
pHint = "";
@ -476,12 +485,12 @@ const aiScene* Importer::ReadFileFromMemory( const void* pBuffer,
if (!pBuffer || !pLength || strlen(pHint) > MaxLenHint ) {
pimpl->mErrorString = "Invalid parameters passed to ReadFileFromMemory()";
return NULL;
return nullptr;
}
// prevent deletion of the previous IOHandler
IOSystem* io = pimpl->mIOHandler;
pimpl->mIOHandler = NULL;
pimpl->mIOHandler = nullptr;
SetIOHandler(new MemoryIOSystem((const uint8_t*)pBuffer,pLength,io));
@ -498,8 +507,8 @@ const aiScene* Importer::ReadFileFromMemory( const void* pBuffer,
}
// ------------------------------------------------------------------------------------------------
void WriteLogOpening(const std::string& file)
{
void WriteLogOpening(const std::string& file) {
ASSIMP_LOG_INFO_F("Load ", file);
// print a full version dump. This is nice because we don't
@ -550,8 +559,9 @@ void WriteLogOpening(const std::string& file)
// ------------------------------------------------------------------------------------------------
// Reads the given file and returns its contents if successful.
const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
{
const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
const std::string pFile(_pFile);
@ -580,7 +590,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
pimpl->mErrorString = "Unable to open file \"" + pFile + "\".";
ASSIMP_LOG_ERROR(pimpl->mErrorString);
return NULL;
return nullptr;
}
std::unique_ptr<Profiler> profiler(GetPropertyInteger(AI_CONFIG_GLOB_MEASURE_TIME,0)?new Profiler():NULL);
@ -589,7 +599,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
}
// Find an worker class which can handle the file
BaseImporter* imp = NULL;
BaseImporter* imp = nullptr;
SetPropertyInteger("importerIndex", -1);
for( unsigned int a = 0; a < pimpl->mImporter.size(); a++) {
@ -617,7 +627,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
if( !imp) {
pimpl->mErrorString = "No suitable reader found for the file format of file \"" + pFile + "\".";
ASSIMP_LOG_ERROR(pimpl->mErrorString);
return NULL;
return nullptr;
}
}
@ -633,7 +643,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
// Dispatch the reading to the worker class for this format
const aiImporterDesc *desc( imp->GetInfo() );
std::string ext( "unknown" );
if ( NULL != desc ) {
if ( nullptr != desc ) {
ext = desc->mName;
}
ASSIMP_LOG_INFO("Found a matching importer for this file format: " + ext + "." );
@ -654,15 +664,20 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
// If successful, apply all active post processing steps to the imported data
if( pimpl->mScene) {
if (!pimpl->mScene->mMetaData || !pimpl->mScene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT)) {
if (!pimpl->mScene->mMetaData) {
pimpl->mScene->mMetaData = new aiMetadata;
}
pimpl->mScene->mMetaData->Add(AI_METADATA_SOURCE_FORMAT, aiString(ext));
}
#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
// The ValidateDS process is an exception. It is executed first, even before ScenePreprocessor is called.
if (pFlags & aiProcess_ValidateDataStructure)
{
if (pFlags & aiProcess_ValidateDataStructure) {
ValidateDSProcess ds;
ds.ExecuteOnScene (this);
if (!pimpl->mScene) {
return NULL;
return nullptr;
}
}
#endif // no validation
@ -695,8 +710,7 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
}
}
#ifdef ASSIMP_CATCH_GLOBAL_EXCEPTIONS
catch (std::exception &e)
{
catch (std::exception &e) {
#if (defined _MSC_VER) && (defined _CPPRTTI)
// if we have RTTI get the full name of the exception that occurred
pimpl->mErrorString = std::string(typeid( e ).name()) + ": " + e.what();
@ -705,24 +719,26 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
#endif
ASSIMP_LOG_ERROR(pimpl->mErrorString);
delete pimpl->mScene; pimpl->mScene = NULL;
delete pimpl->mScene; pimpl->mScene = nullptr;
}
#endif // ! ASSIMP_CATCH_GLOBAL_EXCEPTIONS
// either successful or failure - the pointer expresses it anyways
ASSIMP_END_EXCEPTION_REGION_WITH_ERROR_STRING(const aiScene*, pimpl->mErrorString);
return pimpl->mScene;
}
// ------------------------------------------------------------------------------------------------
// Apply post-processing to the currently bound scene
const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags)
{
const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
// Return immediately if no scene is active
if (!pimpl->mScene) {
return NULL;
return nullptr;
}
// If no flags are given, return the current scene with no further action
@ -737,12 +753,11 @@ const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags)
#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
// The ValidateDS process plays an exceptional role. It isn't contained in the global
// list of post-processing steps, so we need to call it manually.
if (pFlags & aiProcess_ValidateDataStructure)
{
if (pFlags & aiProcess_ValidateDataStructure) {
ValidateDSProcess ds;
ds.ExecuteOnScene (this);
if (!pimpl->mScene) {
return NULL;
return nullptr;
}
}
#endif // no validation
@ -762,11 +777,9 @@ const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags)
std::unique_ptr<Profiler> profiler(GetPropertyInteger(AI_CONFIG_GLOB_MEASURE_TIME,0)?new Profiler():NULL);
for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
BaseProcess* process = pimpl->mPostProcessingSteps[a];
pimpl->mProgressHandler->UpdatePostProcess(static_cast<int>(a), static_cast<int>(pimpl->mPostProcessingSteps.size()) );
if( process->IsActive( pFlags)) {
if (profiler) {
profiler->BeginRegion("postprocess");
}
@ -803,24 +816,28 @@ const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags)
static_cast<int>(pimpl->mPostProcessingSteps.size()) );
// update private scene flags
if( pimpl->mScene )
if( pimpl->mScene ) {
ScenePriv(pimpl->mScene)->mPPStepsApplied |= pFlags;
}
// clear any data allocated by post-process steps
pimpl->mPPShared->Clean();
ASSIMP_LOG_INFO("Leaving post processing pipeline");
ASSIMP_END_EXCEPTION_REGION(const aiScene*);
return pimpl->mScene;
}
// ------------------------------------------------------------------------------------------------
const aiScene* Importer::ApplyCustomizedPostProcessing( BaseProcess *rootProcess, bool requestValidation ) {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
// Return immediately if no scene is active
if ( NULL == pimpl->mScene ) {
return NULL;
if ( nullptr == pimpl->mScene ) {
return nullptr;
}
// If no flags are given, return the current scene with no further action
@ -839,7 +856,7 @@ const aiScene* Importer::ApplyCustomizedPostProcessing( BaseProcess *rootProcess
ValidateDSProcess ds;
ds.ExecuteOnScene( this );
if ( !pimpl->mScene ) {
return NULL;
return nullptr;
}
}
#endif // no validation
@ -890,46 +907,50 @@ const aiScene* Importer::ApplyCustomizedPostProcessing( BaseProcess *rootProcess
// ------------------------------------------------------------------------------------------------
// Helper function to check whether an extension is supported by ASSIMP
bool Importer::IsExtensionSupported(const char* szExtension) const
{
bool Importer::IsExtensionSupported(const char* szExtension) const {
return nullptr != GetImporter(szExtension);
}
// ------------------------------------------------------------------------------------------------
size_t Importer::GetImporterCount() const
{
size_t Importer::GetImporterCount() const {
ai_assert(nullptr != pimpl);
return pimpl->mImporter.size();
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* Importer::GetImporterInfo(size_t index) const
{
const aiImporterDesc* Importer::GetImporterInfo(size_t index) const {
ai_assert(nullptr != pimpl);
if (index >= pimpl->mImporter.size()) {
return NULL;
return nullptr;
}
return pimpl->mImporter[index]->GetInfo();
}
// ------------------------------------------------------------------------------------------------
BaseImporter* Importer::GetImporter (size_t index) const
{
BaseImporter* Importer::GetImporter (size_t index) const {
ai_assert(nullptr != pimpl);
if (index >= pimpl->mImporter.size()) {
return NULL;
return nullptr;
}
return pimpl->mImporter[index];
}
// ------------------------------------------------------------------------------------------------
// Find a loader plugin for a given file extension
BaseImporter* Importer::GetImporter (const char* szExtension) const
{
BaseImporter* Importer::GetImporter (const char* szExtension) const {
ai_assert(nullptr != pimpl);
return GetImporter(GetImporterIndex(szExtension));
}
// ------------------------------------------------------------------------------------------------
// Find a loader plugin for a given file extension
size_t Importer::GetImporterIndex (const char* szExtension) const {
ai_assert(nullptr != pimpl);
ai_assert(nullptr != szExtension);
ASSIMP_BEGIN_EXCEPTION_REGION();
@ -960,8 +981,9 @@ size_t Importer::GetImporterIndex (const char* szExtension) const {
// ------------------------------------------------------------------------------------------------
// Helper function to build a list of all file extensions supported by ASSIMP
void Importer::GetExtensionList(aiString& szOut) const
{
void Importer::GetExtensionList(aiString& szOut) const {
ai_assert(nullptr != pimpl);
ASSIMP_BEGIN_EXCEPTION_REGION();
std::set<std::string> str;
for (std::vector<BaseImporter*>::const_iterator i = pimpl->mImporter.begin();i != pimpl->mImporter.end();++i) {
@ -985,8 +1007,9 @@ void Importer::GetExtensionList(aiString& szOut) const
// ------------------------------------------------------------------------------------------------
// Set a configuration property
bool Importer::SetPropertyInteger(const char* szName, int iValue)
{
bool Importer::SetPropertyInteger(const char* szName, int iValue) {
ai_assert(nullptr != pimpl);
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
existing = SetGenericProperty<int>(pimpl->mIntProperties, szName,iValue);
@ -996,8 +1019,9 @@ bool Importer::SetPropertyInteger(const char* szName, int iValue)
// ------------------------------------------------------------------------------------------------
// Set a configuration property
bool Importer::SetPropertyFloat(const char* szName, ai_real iValue)
{
bool Importer::SetPropertyFloat(const char* szName, ai_real iValue) {
ai_assert(nullptr != pimpl);
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
existing = SetGenericProperty<ai_real>(pimpl->mFloatProperties, szName,iValue);
@ -1007,8 +1031,9 @@ bool Importer::SetPropertyFloat(const char* szName, ai_real iValue)
// ------------------------------------------------------------------------------------------------
// Set a configuration property
bool Importer::SetPropertyString(const char* szName, const std::string& value)
{
bool Importer::SetPropertyString(const char* szName, const std::string& value) {
ai_assert(nullptr != pimpl);
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
existing = SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value);
@ -1018,8 +1043,9 @@ bool Importer::SetPropertyString(const char* szName, const std::string& value)
// ------------------------------------------------------------------------------------------------
// Set a configuration property
bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value)
{
bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value) {
ai_assert(nullptr != pimpl);
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
existing = SetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties, szName,value);
@ -1029,40 +1055,43 @@ bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value)
// ------------------------------------------------------------------------------------------------
// Get a configuration property
int Importer::GetPropertyInteger(const char* szName,
int iErrorReturn /*= 0xffffffff*/) const
{
int Importer::GetPropertyInteger(const char* szName, int iErrorReturn /*= 0xffffffff*/) const {
ai_assert(nullptr != pimpl);
return GetGenericProperty<int>(pimpl->mIntProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get a configuration property
ai_real Importer::GetPropertyFloat(const char* szName,
ai_real iErrorReturn /*= 10e10*/) const
{
ai_real Importer::GetPropertyFloat(const char* szName, ai_real iErrorReturn /*= 10e10*/) const {
ai_assert(nullptr != pimpl);
return GetGenericProperty<ai_real>(pimpl->mFloatProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get a configuration property
const std::string Importer::GetPropertyString(const char* szName,
const std::string& iErrorReturn /*= ""*/) const
{
const std::string Importer::GetPropertyString(const char* szName, const std::string& iErrorReturn /*= ""*/) const {
ai_assert(nullptr != pimpl);
return GetGenericProperty<std::string>(pimpl->mStringProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get a configuration property
const aiMatrix4x4 Importer::GetPropertyMatrix(const char* szName,
const aiMatrix4x4& iErrorReturn /*= aiMatrix4x4()*/) const
{
const aiMatrix4x4 Importer::GetPropertyMatrix(const char* szName, const aiMatrix4x4& iErrorReturn /*= aiMatrix4x4()*/) const {
ai_assert(nullptr != pimpl);
return GetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get the memory requirements of a single node
inline void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode)
{
inline
void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode) {
if ( nullptr == pcNode ) {
return;
}
iScene += sizeof(aiNode);
iScene += sizeof(unsigned int) * pcNode->mNumMeshes;
iScene += sizeof(void*) * pcNode->mNumChildren;
@ -1074,8 +1103,9 @@ inline void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode)
// ------------------------------------------------------------------------------------------------
// Get the memory requirements of the scene
void Importer::GetMemoryRequirements(aiMemoryInfo& in) const
{
void Importer::GetMemoryRequirements(aiMemoryInfo& in) const {
ai_assert(nullptr != pimpl);
in = aiMemoryInfo();
aiScene* mScene = pimpl->mScene;
@ -1087,8 +1117,7 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const
in.total = sizeof(aiScene);
// add all meshes
for (unsigned int i = 0; i < mScene->mNumMeshes;++i)
{
for (unsigned int i = 0; i < mScene->mNumMeshes;++i) {
in.meshes += sizeof(aiMesh);
if (mScene->mMeshes[i]->HasPositions()) {
in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices;
@ -1105,14 +1134,16 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a) {
if (mScene->mMeshes[i]->HasVertexColors(a)) {
in.meshes += sizeof(aiColor4D) * mScene->mMeshes[i]->mNumVertices;
} else {
break;
}
else break;
}
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) {
if (mScene->mMeshes[i]->HasTextureCoords(a)) {
in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices;
} else {
break;
}
else break;
}
if (mScene->mMeshes[i]->HasBones()) {
in.meshes += sizeof(void*) * mScene->mMeshes[i]->mNumBones;
@ -1131,8 +1162,9 @@ void Importer::GetMemoryRequirements(aiMemoryInfo& in) const
in.textures += sizeof(aiTexture);
if (pc->mHeight) {
in.textures += 4 * pc->mHeight * pc->mWidth;
} else {
in.textures += pc->mWidth;
}
else in.textures += pc->mWidth;
}
in.total += in.textures;

View File

@ -60,6 +60,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/scene.h>
#include <assimp/CreateAnimMesh.h>
#include <assimp/commonMetaData.h>
#include <assimp/StringUtils.h>
#include <tuple>
#include <memory>
@ -1597,12 +1599,11 @@ namespace Assimp {
aiBone *bone = nullptr;
if (bone_map.count(deformer_name)) {
std::cout << "retrieved bone from lookup " << bone_name.C_Str() << ". Deformer: " << deformer_name
<< std::endl;
bone = bone_map[deformer_name];
} else {
std::cout << "created new bone " << bone_name.C_Str() << ". Deformer: " << deformer_name << std::endl;
bone = new aiBone();
ASSIMP_LOG_DEBUG_F("retrieved bone from lookup ", bone_name.C_Str(), ". Deformer:", deformer_name);
bone = bone_map[deformer_name];
} else {
ASSIMP_LOG_DEBUG_F("created new bone ", bone_name.C_Str(), ". Deformer: ", deformer_name);
bone = new aiBone();
bone->mName = bone_name;
// store local transform link for post processing
@ -1648,7 +1649,7 @@ namespace Assimp {
bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
}
std::cout << "bone research: Indicies size: " << out_indices.size() << std::endl;
ASSIMP_LOG_DEBUG_F("bone research: Indicies size: ", out_indices.size());
// lookup must be populated in case something goes wrong
// this also allocates bones to mesh instance outside
@ -2088,6 +2089,13 @@ namespace Assimp {
TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
// 3DSMax PBR
TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|base_color_map", aiTextureType_BASE_COLOR, mesh);
TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|bump_map", aiTextureType_NORMAL_CAMERA, mesh);
TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|emission_map", aiTextureType_EMISSION_COLOR, mesh);
TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|metalness_map", aiTextureType_METALNESS, mesh);
TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
}
void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)
@ -3604,7 +3612,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
return;
}
out->mMetaData = aiMetadata::Alloc(15);
const bool hasGenerator = !doc.Creator().empty();
out->mMetaData = aiMetadata::Alloc(16 + (hasGenerator ? 1 : 0));
out->mMetaData->Set(0, "UpAxis", doc.GlobalSettings().UpAxis());
out->mMetaData->Set(1, "UpAxisSign", doc.GlobalSettings().UpAxisSign());
out->mMetaData->Set(2, "FrontAxis", doc.GlobalSettings().FrontAxis());
@ -3620,6 +3630,11 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
out->mMetaData->Set(12, "TimeSpanStart", doc.GlobalSettings().TimeSpanStart());
out->mMetaData->Set(13, "TimeSpanStop", doc.GlobalSettings().TimeSpanStop());
out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate());
out->mMetaData->Set(15, AI_METADATA_SOURCE_FORMAT_VERSION, aiString(to_string(doc.FBXVersion())));
if (hasGenerator)
{
out->mMetaData->Set(16, AI_METADATA_SOURCE_GENERATOR, aiString(doc.Creator()));
}
}
void FBXConverter::TransferDataToScene()

View File

@ -421,6 +421,8 @@ private:
double& minTime,
Model::RotOrder order);
// ------------------------------------------------------------------------------------------------
// Copy global geometric data and some information about the source asset into scene metadata.
void ConvertGlobalSettings();
// ------------------------------------------------------------------------------------------------

View File

@ -138,8 +138,9 @@ void ProcessPolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t m
}
}
}
ai_assert(outer_polygon_it != end);
if (outer_polygon_it == end) {
return;
}
const size_t outer_polygon_size = *outer_polygon_it;
const IfcVector3& master_normal = normals[std::distance(begin, outer_polygon_it)];

View File

@ -586,7 +586,6 @@ void LWOImporter::GenerateNodeGraph(std::map<uint16_t,aiNode*>& apcNodes)
root->mName.Set("<LWORoot>");
//Set parent of all children, inserting pivots
//std::cout << "Set parent of all children" << std::endl;
std::map<uint16_t, aiNode*> mapPivot;
for (auto itapcNodes = apcNodes.begin(); itapcNodes != apcNodes.end(); ++itapcNodes) {
@ -618,7 +617,6 @@ void LWOImporter::GenerateNodeGraph(std::map<uint16_t,aiNode*>& apcNodes)
}
//Merge pivot map into node map
//std::cout << "Merge pivot map into node map" << std::endl;
for (auto itMapPivot = mapPivot.begin(); itMapPivot != mapPivot.end(); ++itMapPivot) {
apcNodes[itMapPivot->first] = itMapPivot->second;
}

View File

@ -55,17 +55,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <string>
#include <vector>
#include <assimp/version.h> // aiGetVersion
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/Exceptional.h> // DeadlyExportError
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/material.h> // aiTextureType
#include <assimp/scene.h>
#include <assimp/mesh.h>
#include <assimp/scene.h>
#include <assimp/version.h> // aiGetVersion
#include <assimp/DefaultLogger.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/IOSystem.hpp>
#include "M3DExporter.h"
#include "M3DMaterials.h"
#include "M3DWrapper.h"
// RESOURCES:
// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
@ -80,341 +82,331 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation
* triplets, instead of per bone timestamp + lists)
*/
using namespace Assimp;
namespace Assimp {
// ---------------------------------------------------------------------
// Worker function for exporting a scene to binary M3D.
// Prototyped and registered in Exporter.cpp
void ExportSceneM3D (
const char* pFile,
IOSystem* pIOSystem,
const aiScene* pScene,
const ExportProperties* pProperties
){
// initialize the exporter
M3DExporter exporter(pScene, pProperties);
// perform binary export
exporter.doExport(pFile, pIOSystem, false);
}
// ---------------------------------------------------------------------
// Worker function for exporting a scene to ASCII A3D.
// Prototyped and registered in Exporter.cpp
void ExportSceneA3D (
const char* pFile,
IOSystem* pIOSystem,
const aiScene* pScene,
const ExportProperties* pProperties
){
// initialize the exporter
M3DExporter exporter(pScene, pProperties);
// perform ascii export
exporter.doExport(pFile, pIOSystem, true);
}
} // end of namespace Assimp
// ------------------------------------------------------------------------------------------------
M3DExporter::M3DExporter ( const aiScene* pScene, const ExportProperties* pProperties )
: mScene(pScene)
, mProperties(pProperties)
, outfile()
, m3d(nullptr) { }
// ------------------------------------------------------------------------------------------------
void M3DExporter::doExport (
const char* pFile,
IOSystem* pIOSystem,
bool toAscii
){
// TODO: convert mProperties into M3D_EXP_* flags
(void)mProperties;
// open the indicated file for writing (in binary / ASCII mode)
outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb"));
if (!outfile) {
throw DeadlyExportError( "could not open output .m3d file: " + std::string(pFile) );
}
// use malloc() here because m3d_free() will call free()
m3d = (m3d_t*)calloc(1, sizeof(m3d_t));
if(!m3d) {
throw DeadlyExportError( "memory allocation error" );
}
m3d->name = _m3d_safestr((char*)&mScene->mRootNode->mName.data, 2);
// Create a model from assimp structures
aiMatrix4x4 m;
NodeWalk(mScene->mRootNode, m);
// serialize the structures
unsigned int size;
unsigned char *output = m3d_save(m3d, M3D_EXP_FLOAT,
M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), &size);
m3d_free(m3d);
if(!output || size < 8) {
throw DeadlyExportError( "unable to serialize into Model 3D" );
}
// Write out serialized model
outfile->Write(output, size, 1);
// explicitly release file pointer,
// so we don't have to rely on class destruction.
outfile.reset();
}
// Conversion functions
// ------------------------------------------------------------------------------------------------
// helper to add a vertex (private to NodeWalk)
m3dv_t *M3DExporter::AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx)
{
if(v->x == (M3D_FLOAT)-0.0) v->x = (M3D_FLOAT)0.0;
if(v->y == (M3D_FLOAT)-0.0) v->y = (M3D_FLOAT)0.0;
if(v->z == (M3D_FLOAT)-0.0) v->z = (M3D_FLOAT)0.0;
if(v->w == (M3D_FLOAT)-0.0) v->w = (M3D_FLOAT)0.0;
vrtx = (m3dv_t*)M3D_REALLOC(vrtx, ((*numvrtx) + 1) * sizeof(m3dv_t));
memcpy(&vrtx[*numvrtx], v, sizeof(m3dv_t));
*idx = *numvrtx;
(*numvrtx)++;
return vrtx;
m3dv_t *AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx) {
if (v->x == (M3D_FLOAT)-0.0) v->x = (M3D_FLOAT)0.0;
if (v->y == (M3D_FLOAT)-0.0) v->y = (M3D_FLOAT)0.0;
if (v->z == (M3D_FLOAT)-0.0) v->z = (M3D_FLOAT)0.0;
if (v->w == (M3D_FLOAT)-0.0) v->w = (M3D_FLOAT)0.0;
vrtx = (m3dv_t *)M3D_REALLOC(vrtx, ((*numvrtx) + 1) * sizeof(m3dv_t));
memcpy(&vrtx[*numvrtx], v, sizeof(m3dv_t));
*idx = *numvrtx;
(*numvrtx)++;
return vrtx;
}
// ------------------------------------------------------------------------------------------------
// helper to add a tmap (private to NodeWalk)
m3dti_t *M3DExporter::AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx)
{
tmap = (m3dti_t*)M3D_REALLOC(tmap, ((*numtmap) + 1) * sizeof(m3dti_t));
memcpy(&tmap[*numtmap], ti, sizeof(m3dti_t));
*idx = *numtmap;
(*numtmap)++;
return tmap;
}
// ------------------------------------------------------------------------------------------------
// recursive node walker
void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
{
aiMatrix4x4 nm = m * pNode->mTransformation;
for(unsigned int i = 0; i < pNode->mNumMeshes; i++) {
const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
unsigned int mi = (M3D_INDEX)-1U;
if(mScene->mMaterials) {
// get the material for this mesh
mi = addMaterial(mScene->mMaterials[mesh->mMaterialIndex]);
}
// iterate through the mesh faces
for(unsigned int j = 0; j < mesh->mNumFaces; j++) {
unsigned int n;
const aiFace* face = &(mesh->mFaces[j]);
// only triangle meshes supported for now
if(face->mNumIndices != 3) {
throw DeadlyExportError( "use aiProcess_Triangulate before export" );
}
// add triangle to the output
n = m3d->numface++;
m3d->face = (m3df_t*)M3D_REALLOC(m3d->face,
m3d->numface * sizeof(m3df_t));
if(!m3d->face) {
throw DeadlyExportError( "memory allocation error" );
}
/* set all index to -1 by default */
m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] =
m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U;
m3d->face[n].materialid = mi;
for(unsigned int k = 0; k < face->mNumIndices; k++) {
// get the vertex's index
unsigned int l = face->mIndices[k];
unsigned int idx;
m3dv_t vertex;
m3dti_t ti;
// multiply the position vector by the transformation matrix
aiVector3D v = mesh->mVertices[l];
v *= nm;
vertex.x = v.x;
vertex.y = v.y;
vertex.z = v.z;
vertex.w = 1.0;
vertex.color = 0;
vertex.skinid = -1U;
// add color if defined
if(mesh->HasVertexColors(0))
vertex.color = mkColor(&mesh->mColors[0][l]);
// save the vertex to the output
m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex,
&vertex, &idx);
m3d->face[n].vertex[k] = (M3D_INDEX)idx;
// do we have texture coordinates?
if(mesh->HasTextureCoords(0)) {
ti.u = mesh->mTextureCoords[0][l].x;
ti.v = mesh->mTextureCoords[0][l].y;
m3d->tmap = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx);
m3d->face[n].texcoord[k] = (M3D_INDEX)idx;
}
// do we have normal vectors?
if(mesh->HasNormals()) {
vertex.x = mesh->mNormals[l].x;
vertex.y = mesh->mNormals[l].y;
vertex.z = mesh->mNormals[l].z;
vertex.color = 0;
m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx);
m3d->face[n].normal[k] = (M3D_INDEX)idx;
}
}
}
}
// repeat for the children nodes
for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
NodeWalk(pNode->mChildren[i], nm);
}
m3dti_t *AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx) {
tmap = (m3dti_t *)M3D_REALLOC(tmap, ((*numtmap) + 1) * sizeof(m3dti_t));
memcpy(&tmap[*numtmap], ti, sizeof(m3dti_t));
*idx = *numtmap;
(*numtmap)++;
return tmap;
}
// ------------------------------------------------------------------------------------------------
// convert aiColor4D into uint32_t
uint32_t M3DExporter::mkColor(aiColor4D* c)
{
return ((uint8_t)(c->a*255) << 24L) |
((uint8_t)(c->b*255) << 16L) |
((uint8_t)(c->g*255) << 8L) |
((uint8_t)(c->r*255) << 0L);
}
// ------------------------------------------------------------------------------------------------
// add a material to the output
M3D_INDEX M3DExporter::addMaterial(const aiMaterial *mat)
{
unsigned int mi = -1U;
aiColor4D c;
aiString name;
ai_real f;
char *fn;
if(mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length &&
strcmp((char*)&name.data, AI_DEFAULT_MATERIAL_NAME)) {
// check if we have saved a material by this name. This has to be done
// because only the referenced materials should be added to the output
for(unsigned int i = 0; i < m3d->nummaterial; i++)
if(!strcmp((char*)&name.data, m3d->material[i].name)) {
mi = i;
break;
}
// if not found, add the material to the output
if(mi == -1U) {
unsigned int k;
mi = m3d->nummaterial++;
m3d->material = (m3dm_t*)M3D_REALLOC(m3d->material, m3d->nummaterial
* sizeof(m3dm_t));
if(!m3d->material) {
throw DeadlyExportError( "memory allocation error" );
}
m3d->material[mi].name = _m3d_safestr((char*)&name.data, 0);
m3d->material[mi].numprop = 0;
m3d->material[mi].prop = NULL;
// iterate through the material property table and see what we got
for(k = 0; k < 15; k++) {
unsigned int j;
if(m3d_propertytypes[k].format == m3dpf_map)
continue;
if(aiProps[k].pKey) {
switch(m3d_propertytypes[k].format) {
case m3dpf_color:
if(mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, c) == AI_SUCCESS)
addProp(&m3d->material[mi],
m3d_propertytypes[k].id, mkColor(&c));
break;
case m3dpf_float:
if(mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, f) == AI_SUCCESS)
addProp(&m3d->material[mi],
m3d_propertytypes[k].id,
/* not (uint32_t)f, because we don't want to convert
* it, we want to see it as 32 bits of memory */
*((uint32_t*)&f));
break;
case m3dpf_uint8:
if(mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, j) == AI_SUCCESS) {
// special conversion for illumination model property
if(m3d_propertytypes[k].id == m3dp_il) {
switch(j) {
case aiShadingMode_NoShading: j = 0; break;
case aiShadingMode_Phong: j = 2; break;
default: j = 1; break;
}
}
addProp(&m3d->material[mi],
m3d_propertytypes[k].id, j);
}
break;
default:
if(mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, j) == AI_SUCCESS)
addProp(&m3d->material[mi],
m3d_propertytypes[k].id, j);
break;
}
}
if(aiTxProps[k].pKey &&
mat->GetTexture((aiTextureType)aiTxProps[k].type,
aiTxProps[k].index, &name, NULL, NULL, NULL,
NULL, NULL) == AI_SUCCESS) {
unsigned int i;
for(j = name.length-1; j > 0 && name.data[j]!='.'; j++);
if(j && name.data[j]=='.' &&
(name.data[j+1]=='p' || name.data[j+1]=='P') &&
(name.data[j+1]=='n' || name.data[j+1]=='N') &&
(name.data[j+1]=='g' || name.data[j+1]=='G'))
name.data[j]=0;
// do we have this texture saved already?
fn = _m3d_safestr((char*)&name.data, 0);
for(j = 0, i = -1U; j < m3d->numtexture; j++)
if(!strcmp(fn, m3d->texture[j].name)) {
i = j;
free(fn);
break;
}
if(i == -1U) {
i = m3d->numtexture++;
m3d->texture = (m3dtx_t*)M3D_REALLOC(
m3d->texture,
m3d->numtexture * sizeof(m3dtx_t));
if(!m3d->texture) {
throw DeadlyExportError( "memory allocation error" );
}
// we don't need the texture itself, only its name
m3d->texture[i].name = fn;
m3d->texture[i].w = 0;
m3d->texture[i].h = 0;
m3d->texture[i].d = NULL;
}
addProp(&m3d->material[mi],
m3d_propertytypes[k].id + 128, i);
}
}
}
}
return mi;
uint32_t mkColor(aiColor4D *c) {
return ((uint8_t)(c->a * 255) << 24L) |
((uint8_t)(c->b * 255) << 16L) |
((uint8_t)(c->g * 255) << 8L) |
((uint8_t)(c->r * 255) << 0L);
}
// ------------------------------------------------------------------------------------------------
// add a material property to the output
void M3DExporter::addProp(m3dm_t *m, uint8_t type, uint32_t value)
{
unsigned int i;
i = m->numprop++;
m->prop = (m3dp_t*)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t));
if(!m->prop) { throw DeadlyExportError( "memory allocation error" ); }
m->prop[i].type = type;
m->prop[i].value.num = value;
void addProp(m3dm_t *m, uint8_t type, uint32_t value) {
unsigned int i;
i = m->numprop++;
m->prop = (m3dp_t *)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t));
if (!m->prop) {
throw DeadlyExportError("memory allocation error");
}
m->prop[i].type = type;
m->prop[i].value.num = value;
}
// ------------------------------------------------------------------------------------------------
// add a material to the output
M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
unsigned int mi = -1U;
aiColor4D c;
aiString name;
ai_real f;
char *fn;
if (mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length &&
strcmp((char *)&name.data, AI_DEFAULT_MATERIAL_NAME)) {
// check if we have saved a material by this name. This has to be done
// because only the referenced materials should be added to the output
for (unsigned int i = 0; i < m3d->nummaterial; i++)
if (!strcmp((char *)&name.data, m3d->material[i].name)) {
mi = i;
break;
}
// if not found, add the material to the output
if (mi == -1U) {
unsigned int k;
mi = m3d->nummaterial++;
m3d->material = (m3dm_t *)M3D_REALLOC(m3d->material, m3d->nummaterial * sizeof(m3dm_t));
if (!m3d->material) {
throw DeadlyExportError("memory allocation error");
}
m3d->material[mi].name = _m3d_safestr((char *)&name.data, 0);
m3d->material[mi].numprop = 0;
m3d->material[mi].prop = NULL;
// iterate through the material property table and see what we got
for (k = 0; k < 15; k++) {
unsigned int j;
if (m3d_propertytypes[k].format == m3dpf_map)
continue;
if (aiProps[k].pKey) {
switch (m3d_propertytypes[k].format) {
case m3dpf_color:
if (mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, c) == AI_SUCCESS)
addProp(&m3d->material[mi],
m3d_propertytypes[k].id, mkColor(&c));
break;
case m3dpf_float:
if (mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, f) == AI_SUCCESS)
addProp(&m3d->material[mi],
m3d_propertytypes[k].id,
/* not (uint32_t)f, because we don't want to convert
* it, we want to see it as 32 bits of memory */
*((uint32_t *)&f));
break;
case m3dpf_uint8:
if (mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, j) == AI_SUCCESS) {
// special conversion for illumination model property
if (m3d_propertytypes[k].id == m3dp_il) {
switch (j) {
case aiShadingMode_NoShading: j = 0; break;
case aiShadingMode_Phong: j = 2; break;
default: j = 1; break;
}
}
addProp(&m3d->material[mi],
m3d_propertytypes[k].id, j);
}
break;
default:
if (mat->Get(aiProps[k].pKey, aiProps[k].type,
aiProps[k].index, j) == AI_SUCCESS)
addProp(&m3d->material[mi],
m3d_propertytypes[k].id, j);
break;
}
}
if (aiTxProps[k].pKey &&
mat->GetTexture((aiTextureType)aiTxProps[k].type,
aiTxProps[k].index, &name, NULL, NULL, NULL,
NULL, NULL) == AI_SUCCESS) {
unsigned int i;
for (j = name.length - 1; j > 0 && name.data[j] != '.'; j++)
;
if (j && name.data[j] == '.' &&
(name.data[j + 1] == 'p' || name.data[j + 1] == 'P') &&
(name.data[j + 1] == 'n' || name.data[j + 1] == 'N') &&
(name.data[j + 1] == 'g' || name.data[j + 1] == 'G'))
name.data[j] = 0;
// do we have this texture saved already?
fn = _m3d_safestr((char *)&name.data, 0);
for (j = 0, i = -1U; j < m3d->numtexture; j++)
if (!strcmp(fn, m3d->texture[j].name)) {
i = j;
free(fn);
break;
}
if (i == -1U) {
i = m3d->numtexture++;
m3d->texture = (m3dtx_t *)M3D_REALLOC(
m3d->texture,
m3d->numtexture * sizeof(m3dtx_t));
if (!m3d->texture) {
throw DeadlyExportError("memory allocation error");
}
// we don't need the texture itself, only its name
m3d->texture[i].name = fn;
m3d->texture[i].w = 0;
m3d->texture[i].h = 0;
m3d->texture[i].d = NULL;
}
addProp(&m3d->material[mi],
m3d_propertytypes[k].id + 128, i);
}
}
}
}
return mi;
}
namespace Assimp {
// ---------------------------------------------------------------------
// Worker function for exporting a scene to binary M3D.
// Prototyped and registered in Exporter.cpp
void ExportSceneM3D(
const char *pFile,
IOSystem *pIOSystem,
const aiScene *pScene,
const ExportProperties *pProperties) {
// initialize the exporter
M3DExporter exporter(pScene, pProperties);
// perform binary export
exporter.doExport(pFile, pIOSystem, false);
}
// ---------------------------------------------------------------------
// Worker function for exporting a scene to ASCII A3D.
// Prototyped and registered in Exporter.cpp
void ExportSceneA3D(
const char *pFile,
IOSystem *pIOSystem,
const aiScene *pScene,
const ExportProperties *pProperties
) {
// initialize the exporter
M3DExporter exporter(pScene, pProperties);
// perform ascii export
exporter.doExport(pFile, pIOSystem, true);
}
// ------------------------------------------------------------------------------------------------
M3DExporter::M3DExporter(const aiScene *pScene, const ExportProperties *pProperties) :
mScene(pScene),
mProperties(pProperties),
outfile() {}
// ------------------------------------------------------------------------------------------------
void M3DExporter::doExport(
const char *pFile,
IOSystem *pIOSystem,
bool toAscii) {
// TODO: convert mProperties into M3D_EXP_* flags
(void)mProperties;
// open the indicated file for writing (in binary / ASCII mode)
outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb"));
if (!outfile) {
throw DeadlyExportError("could not open output .m3d file: " + std::string(pFile));
}
M3DWrapper m3d;
if (!m3d) {
throw DeadlyExportError("memory allocation error");
}
m3d->name = _m3d_safestr((char *)&mScene->mRootNode->mName.data, 2);
// Create a model from assimp structures
aiMatrix4x4 m;
NodeWalk(m3d, mScene->mRootNode, m);
// serialize the structures
unsigned int size;
unsigned char *output = m3d.Save(M3D_EXP_FLOAT, M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), size);
if (!output || size < 8) {
throw DeadlyExportError("unable to serialize into Model 3D");
}
// Write out serialized model
outfile->Write(output, size, 1);
// explicitly release file pointer,
// so we don't have to rely on class destruction.
outfile.reset();
}
// ------------------------------------------------------------------------------------------------
// recursive node walker
void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4x4 m) {
aiMatrix4x4 nm = m * pNode->mTransformation;
for (unsigned int i = 0; i < pNode->mNumMeshes; i++) {
const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
unsigned int mi = (M3D_INDEX)-1U;
if (mScene->mMaterials) {
// get the material for this mesh
mi = addMaterial(m3d, mScene->mMaterials[mesh->mMaterialIndex]);
}
// iterate through the mesh faces
for (unsigned int j = 0; j < mesh->mNumFaces; j++) {
unsigned int n;
const aiFace *face = &(mesh->mFaces[j]);
// only triangle meshes supported for now
if (face->mNumIndices != 3) {
throw DeadlyExportError("use aiProcess_Triangulate before export");
}
// add triangle to the output
n = m3d->numface++;
m3d->face = (m3df_t *)M3D_REALLOC(m3d->face,
m3d->numface * sizeof(m3df_t));
if (!m3d->face) {
throw DeadlyExportError("memory allocation error");
}
/* set all index to -1 by default */
m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] =
m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U;
m3d->face[n].materialid = mi;
for (unsigned int k = 0; k < face->mNumIndices; k++) {
// get the vertex's index
unsigned int l = face->mIndices[k];
unsigned int idx;
m3dv_t vertex;
m3dti_t ti;
// multiply the position vector by the transformation matrix
aiVector3D v = mesh->mVertices[l];
v *= nm;
vertex.x = v.x;
vertex.y = v.y;
vertex.z = v.z;
vertex.w = 1.0;
vertex.color = 0;
vertex.skinid = -1U;
// add color if defined
if (mesh->HasVertexColors(0))
vertex.color = mkColor(&mesh->mColors[0][l]);
// save the vertex to the output
m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex,
&vertex, &idx);
m3d->face[n].vertex[k] = (M3D_INDEX)idx;
// do we have texture coordinates?
if (mesh->HasTextureCoords(0)) {
ti.u = mesh->mTextureCoords[0][l].x;
ti.v = mesh->mTextureCoords[0][l].y;
m3d->tmap = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx);
m3d->face[n].texcoord[k] = (M3D_INDEX)idx;
}
// do we have normal vectors?
if (mesh->HasNormals()) {
vertex.x = mesh->mNormals[l].x;
vertex.y = mesh->mNormals[l].y;
vertex.z = mesh->mNormals[l].z;
vertex.color = 0;
m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx);
m3d->face[n].normal[k] = (M3D_INDEX)idx;
}
}
}
}
// repeat for the children nodes
for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
NodeWalk(m3d, pNode->mChildren[i], nm);
}
}
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_M3D_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

View File

@ -48,8 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
#include "m3d.h"
#include <assimp/types.h>
//#include <assimp/material.h>
#include <assimp/StreamWriter.h> // StreamWriterLE
@ -68,6 +66,8 @@ namespace Assimp
class IOStream;
class ExportProperties;
class M3DWrapper;
// ---------------------------------------------------------------------
/** Helper class to export a given scene to an M3D file. */
// ---------------------------------------------------------------------
@ -83,15 +83,9 @@ namespace Assimp
const aiScene* mScene; // the scene to export
const ExportProperties* mProperties; // currently unused
std::shared_ptr<IOStream> outfile; // file to write to
m3d_t *m3d; // model for the C library to convert to
// helper to do the recursive walking
void NodeWalk(const aiNode* pNode, aiMatrix4x4 m);
m3dv_t *AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx);
m3dti_t *AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx);
uint32_t mkColor(aiColor4D* c);
M3D_INDEX addMaterial(const aiMaterial *mat);
void addProp(m3dm_t *m, uint8_t type, uint32_t value);
void NodeWalk(const M3DWrapper &m3d, const aiNode* pNode, aiMatrix4x4 m);
};
}

File diff suppressed because it is too large Load Diff

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@ -48,7 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
#include "m3d.h"
#include <assimp/BaseImporter.h>
#include <assimp/material.h>
#include <vector>
@ -60,43 +59,41 @@ struct aiFace;
namespace Assimp {
class M3DWrapper;
class M3DImporter : public BaseImporter {
public:
/// \brief Default constructor
M3DImporter();
/// \brief Destructor
~M3DImporter();
/// \brief Default constructor
M3DImporter();
public:
/// \brief Returns whether the class can handle the format of the given file.
/// \remark See BaseImporter::CanRead() for details.
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
/// \brief Returns whether the class can handle the format of the given file.
/// \remark See BaseImporter::CanRead() for details.
bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const;
private:
aiScene* mScene; // the scene to import to
m3d_t *m3d; // model for the C library to convert from
aiScene *mScene = nullptr; // the scene to import to
//! \brief Appends the supported extension.
const aiImporterDesc* GetInfo () const;
//! \brief Appends the supported extension.
const aiImporterDesc *GetInfo() const;
//! \brief File import implementation.
void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
//! \brief File import implementation.
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
void importMaterials();
void importTextures();
void importMeshes();
void importBones(unsigned int parentid, aiNode *pParent);
void importAnimations();
void importMaterials(const M3DWrapper &m3d);
void importTextures(const M3DWrapper &m3d);
void importMeshes(const M3DWrapper &m3d);
void importBones(const M3DWrapper &m3d, unsigned int parentid, aiNode *pParent);
void importAnimations(const M3DWrapper &m3d);
// helper functions
aiColor4D mkColor(uint32_t c);
void convertPose(aiMatrix4x4 *m, unsigned int posid, unsigned int orientid);
aiNode *findNode(aiNode *pNode, aiString name);
void calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m);
void populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *verteces,
std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
std::vector<unsigned int> *vertexids);
// helper functions
aiColor4D mkColor(uint32_t c);
void convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned int posid, unsigned int orientid);
aiNode *findNode(aiNode *pNode, aiString name);
void calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m);
void populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *verteces,
std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
std::vector<unsigned int> *vertexids);
};
} // Namespace Assimp

View File

@ -0,0 +1,142 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2019 bzt
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.
----------------------------------------------------------------------
*/
#if !(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER) || !ASSIMP_BUILD_NO_M3D_IMPORTER
#include "M3DWrapper.h"
#include <assimp/DefaultIOSystem.h>
#include <assimp/IOStreamBuffer.h>
#include <assimp/ai_assert.h>
#ifndef AI_M3D_USE_STDMUTEX
#if (__cplusplus >= 201103L) || (_MSC_VER >= 1900) // C++11 and MSVC 2015 onwards
#define AI_M3D_USE_STDMUTEX 1
#else
#define AI_M3D_USE_STDMUTEX 0
#endif
#endif
#if AI_M3D_USE_STDMUTEX
#include <mutex>
std::mutex file_mutex;
#endif
// workaround: the M3D SDK expects a C callback, but we want to use Assimp::IOSystem to implement that
// This makes it non-rentrant so lock a mutex (requires C++11)
extern "C" {
void *m3dimporter_pIOHandler;
unsigned char *m3dimporter_readfile(char *fn, unsigned int *size) {
ai_assert(nullptr != fn);
ai_assert(nullptr != size);
std::string file(fn);
std::unique_ptr<Assimp::IOStream> pStream(
(reinterpret_cast<Assimp::IOSystem *>(m3dimporter_pIOHandler))->Open(file, "rb"));
size_t fileSize = 0;
unsigned char *data = NULL;
// sometimes pStream is nullptr for some reason (should be an empty object returning nothing I guess)
if (pStream) {
fileSize = pStream->FileSize();
// should be allocated with malloc(), because the library will call free() to deallocate
data = (unsigned char *)malloc(fileSize);
if (!data || !pStream.get() || !fileSize || fileSize != pStream->Read(data, 1, fileSize)) {
pStream.reset();
*size = 0;
// don't throw a deadly exception, it's not fatal if we can't read an external asset
return nullptr;
}
pStream.reset();
}
*size = (int)fileSize;
return data;
}
}
namespace Assimp {
M3DWrapper::M3DWrapper() {
// use malloc() here because m3d_free() will call free()
m3d_ = (m3d_t *)calloc(1, sizeof(m3d_t));
}
M3DWrapper::M3DWrapper(IOSystem *pIOHandler, const std::vector<unsigned char> &buffer) {
#if AI_M3D_USE_STDMUTEX
// M3D is NOT thread-safe, so lock the global mutex
const std::lock_guard<std::mutex> lock(file_mutex);
#endif
// pass this IOHandler to the C callback
m3dimporter_pIOHandler = pIOHandler;
m3d_ = m3d_load(const_cast<unsigned char *>(buffer.data()), m3dimporter_readfile, free, nullptr);
// Clear the C callback
m3dimporter_pIOHandler = nullptr;
}
M3DWrapper::~M3DWrapper() {
reset();
}
void M3DWrapper::reset() {
ClearSave();
if (m3d_)
m3d_free(m3d_);
m3d_ = nullptr;
}
unsigned char *M3DWrapper::Save(int quality, int flags, unsigned int &size) {
#if (!(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER))
ClearSave();
saved_output_ = m3d_save(m3d_, quality, flags, &size);
return saved_output_;
#else
return nullptr;
#endif
}
void M3DWrapper::ClearSave() {
if (saved_output_)
M3D_FREE(saved_output_);
saved_output_ = nullptr;
}
} // namespace Assimp
#endif

View File

@ -0,0 +1,97 @@
#pragma once
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2019 bzt
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.
----------------------------------------------------------------------
*/
/** @file M3DWrapper.h
* @brief Declares a class to wrap the C m3d SDK
*/
#ifndef AI_M3DWRAPPER_H_INC
#define AI_M3DWRAPPER_H_INC
#if !(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER) || !ASSIMP_BUILD_NO_M3D_IMPORTER
#include <memory>
#include <vector>
#include <string>
#include "m3d.h"
namespace Assimp {
class IOSystem;
class M3DWrapper {
m3d_t *m3d_ = nullptr;
unsigned char *saved_output_ = nullptr;
public:
// Construct an empty M3D model
explicit M3DWrapper();
// Construct an M3D model from provided buffer
// NOTE: The m3d.h SDK function does not mark the data as const. Have assumed it does not write.
// BUG: SECURITY: The m3d.h SDK cannot be informed of the buffer size. BUFFER OVERFLOW IS CERTAIN
explicit M3DWrapper(IOSystem *pIOHandler, const std::vector<unsigned char> &buffer);
~M3DWrapper();
void reset();
// Name
inline std::string Name() const {
if (m3d_) return std::string(m3d_->name);
return std::string();
}
// Execute a save
unsigned char *Save(int quality, int flags, unsigned int &size);
void ClearSave();
inline explicit operator bool() const { return m3d_ != nullptr; }
// Allow direct access to M3D API
inline m3d_t *operator->() const { return m3d_; }
inline m3d_t *M3D() const { return m3d_; }
};
} // namespace Assimp
#endif
#endif // AI_M3DWRAPPER_H_INC

View File

@ -137,8 +137,9 @@ public:
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
protected:
void ProcessMesh( aiMesh* pMesh);
public:
/** Some other types of post-processing require winding order flips */
static void ProcessMesh( aiMesh* pMesh);
};
// ---------------------------------------------------------------------------

View File

@ -43,13 +43,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the aiProcess_OptimizGraph step
*/
#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
#include "OptimizeGraph.h"
#include "ProcessHelper.h"
#include <assimp/SceneCombiner.h>
#include "ConvertToLHProcess.h"
#include <assimp/Exceptional.h>
#include <assimp/SceneCombiner.h>
#include <stdio.h>
using namespace Assimp;
@ -60,292 +60,299 @@ using namespace Assimp;
* The unhashed variant should be faster, except for *very* large data sets
*/
#ifdef AI_OG_USE_HASHING
// Use our standard hashing function to compute the hash
# define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
// Use our standard hashing function to compute the hash
#define AI_OG_GETKEY(str) SuperFastHash(str.data, str.length)
#else
// Otherwise hope that std::string will utilize a static buffer
// for shorter node names. This would avoid endless heap copying.
# define AI_OG_GETKEY(str) std::string(str.data)
// Otherwise hope that std::string will utilize a static buffer
// for shorter node names. This would avoid endless heap copying.
#define AI_OG_GETKEY(str) std::string(str.data)
#endif
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
OptimizeGraphProcess::OptimizeGraphProcess()
: mScene()
, nodes_in()
, nodes_out()
, count_merged() {
// empty
OptimizeGraphProcess::OptimizeGraphProcess() :
mScene(),
nodes_in(),
nodes_out(),
count_merged() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
OptimizeGraphProcess::~OptimizeGraphProcess() {
// empty
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool OptimizeGraphProcess::IsActive( unsigned int pFlags) const {
return (0 != (pFlags & aiProcess_OptimizeGraph));
bool OptimizeGraphProcess::IsActive(unsigned int pFlags) const {
return (0 != (pFlags & aiProcess_OptimizeGraph));
}
// ------------------------------------------------------------------------------------------------
// Setup properties for the post-processing step
void OptimizeGraphProcess::SetupProperties(const Importer* pImp) {
// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
AddLockedNodeList(tmp);
void OptimizeGraphProcess::SetupProperties(const Importer *pImp) {
// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST, "");
AddLockedNodeList(tmp);
}
// ------------------------------------------------------------------------------------------------
// Collect new children
void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes) {
nodes_in += nd->mNumChildren;
void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &nodes) {
nodes_in += nd->mNumChildren;
// Process children
std::list<aiNode*> child_nodes;
for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
CollectNewChildren(nd->mChildren[i],child_nodes);
nd->mChildren[i] = nullptr;
}
// Process children
std::list<aiNode *> child_nodes;
for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
CollectNewChildren(nd->mChildren[i], child_nodes);
nd->mChildren[i] = nullptr;
}
// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end()) {
for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
nodes.push_back(*it);
if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
nodes.push_back(*it);
it = child_nodes.erase(it);
continue;
}
++it;
}
it = child_nodes.erase(it);
continue;
}
++it;
}
if (nd->mNumMeshes || !child_nodes.empty()) {
nodes.push_back(nd);
} else {
delete nd; /* bye, node */
return;
}
} else {
if (nd->mNumMeshes || !child_nodes.empty()) {
nodes.push_back(nd);
} else {
delete nd; /* bye, node */
return;
}
} else {
// Retain our current position in the hierarchy
nodes.push_back(nd);
// Retain our current position in the hierarchy
nodes.push_back(nd);
// Now check for possible optimizations in our list of child nodes. join as many as possible
aiNode* join_master = NULL;
aiMatrix4x4 inv;
// Now check for possible optimizations in our list of child nodes. join as many as possible
aiNode *join_master = nullptr;
aiMatrix4x4 inv;
const LockedSetType::const_iterator end = locked.end();
const LockedSetType::const_iterator end = locked.end();
std::list<aiNode*> join;
for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
aiNode* child = *it;
if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
std::list<aiNode *> join;
for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
aiNode *child = *it;
if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
// There may be no instanced meshes
unsigned int n = 0;
for (; n < child->mNumMeshes;++n) {
if (meshes[child->mMeshes[n]] > 1) {
break;
}
}
if (n == child->mNumMeshes) {
if (!join_master) {
join_master = child;
inv = join_master->mTransformation;
inv.Inverse();
} else {
child->mTransformation = inv * child->mTransformation ;
// There may be no instanced meshes
unsigned int n = 0;
for (; n < child->mNumMeshes; ++n) {
if (meshes[child->mMeshes[n]] > 1) {
break;
}
}
if (n == child->mNumMeshes) {
if (!join_master) {
join_master = child;
inv = join_master->mTransformation;
inv.Inverse();
} else {
child->mTransformation = inv * child->mTransformation;
join.push_back(child);
it = child_nodes.erase(it);
continue;
}
}
}
++it;
}
if (join_master && !join.empty()) {
join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i",count_merged++);
join.push_back(child);
it = child_nodes.erase(it);
continue;
}
}
}
++it;
}
if (join_master && !join.empty()) {
join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i", count_merged++);
unsigned int out_meshes = 0;
for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
out_meshes += (*it)->mNumMeshes;
}
unsigned int out_meshes = 0;
for (std::list<aiNode *>::const_iterator it = join.cbegin(); it != join.cend(); ++it) {
out_meshes += (*it)->mNumMeshes;
}
// copy all mesh references in one array
if (out_meshes) {
unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
*tmp++ = join_master->mMeshes[n];
}
// copy all mesh references in one array
if (out_meshes) {
unsigned int *meshes = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshes;
for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) {
*tmp++ = join_master->mMeshes[n];
}
for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
for (const aiNode *join_node : join) {
for (unsigned int n = 0; n < join_node->mNumMeshes; ++n) {
*tmp = (*it)->mMeshes[n];
aiMesh* mesh = mScene->mMeshes[*tmp++];
*tmp = join_node->mMeshes[n];
aiMesh *mesh = mScene->mMeshes[*tmp++];
// manually move the mesh into the right coordinate system
const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
// Assume the transformation is affine
// manually move the mesh into the right coordinate system
mesh->mVertices[a] *= (*it)->mTransformation;
// Check for odd negative scale (mirror)
if (join_node->mTransformation.Determinant() < 0) {
// Reverse the mesh face winding order
FlipWindingOrderProcess::ProcessMesh(mesh);
}
if (mesh->HasNormals())
mesh->mNormals[a] *= IT;
// Update positions, normals and tangents
const aiMatrix3x3 IT = aiMatrix3x3(join_node->mTransformation).Inverse().Transpose();
for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
if (mesh->HasTangentsAndBitangents()) {
mesh->mTangents[a] *= IT;
mesh->mBitangents[a] *= IT;
}
}
}
delete *it; // bye, node
}
delete[] join_master->mMeshes;
join_master->mMeshes = meshes;
join_master->mNumMeshes += out_meshes;
}
}
}
// reassign children if something changed
if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
mesh->mVertices[a] *= join_node->mTransformation;
delete[] nd->mChildren;
if (mesh->HasNormals())
mesh->mNormals[a] *= IT;
if (!child_nodes.empty()) {
nd->mChildren = new aiNode*[child_nodes.size()];
}
else nd->mChildren = nullptr;
}
if (mesh->HasTangentsAndBitangents()) {
mesh->mTangents[a] *= IT;
mesh->mBitangents[a] *= IT;
}
}
}
delete join_node; // bye, node
}
delete[] join_master->mMeshes;
join_master->mMeshes = meshes;
join_master->mNumMeshes += out_meshes;
}
}
}
// reassign children if something changed
if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
delete[] nd->mChildren;
if (nd->mChildren) {
aiNode** tmp = nd->mChildren;
for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
aiNode* node = *tmp++ = *it;
node->mParent = nd;
}
}
if (!child_nodes.empty()) {
nd->mChildren = new aiNode *[child_nodes.size()];
} else
nd->mChildren = nullptr;
}
nodes_out += static_cast<unsigned int>(child_nodes.size());
nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
if (nd->mChildren) {
aiNode **tmp = nd->mChildren;
for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
aiNode *node = *tmp++ = *it;
node->mParent = nd;
}
}
nodes_out += static_cast<unsigned int>(child_nodes.size());
}
// ------------------------------------------------------------------------------------------------
// Execute the post-processing step on the given scene
void OptimizeGraphProcess::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
nodes_in = nodes_out = count_merged = 0;
mScene = pScene;
void OptimizeGraphProcess::Execute(aiScene *pScene) {
ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
nodes_in = nodes_out = count_merged = 0;
mScene = pScene;
meshes.resize(pScene->mNumMeshes,0);
FindInstancedMeshes(pScene->mRootNode);
meshes.resize(pScene->mNumMeshes, 0);
FindInstancedMeshes(pScene->mRootNode);
// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
locked.clear();
for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
locked.clear();
for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
#ifdef AI_OG_USE_HASHING
locked.insert(SuperFastHash((*it).c_str()));
locked.insert(SuperFastHash((*it).c_str()));
#else
locked.insert(*it);
locked.insert(*it);
#endif
}
}
for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a];
locked.insert(AI_OG_GETKEY(anim->mNodeName));
}
}
for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
aiNodeAnim *anim = pScene->mAnimations[i]->mChannels[a];
locked.insert(AI_OG_GETKEY(anim->mNodeName));
}
}
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
aiBone* bone = pScene->mMeshes[i]->mBones[a];
locked.insert(AI_OG_GETKEY(bone->mName));
aiBone *bone = pScene->mMeshes[i]->mBones[a];
locked.insert(AI_OG_GETKEY(bone->mName));
// HACK: Meshes referencing bones may not be transformed; we need to look them.
// The easiest way to do this is to increase their reference counters ...
meshes[i] += 2;
}
}
// HACK: Meshes referencing bones may not be transformed; we need to look them.
// The easiest way to do this is to increase their reference counters ...
meshes[i] += 2;
}
}
for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
aiCamera* cam = pScene->mCameras[i];
locked.insert(AI_OG_GETKEY(cam->mName));
}
for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
aiCamera *cam = pScene->mCameras[i];
locked.insert(AI_OG_GETKEY(cam->mName));
}
for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
aiLight* lgh = pScene->mLights[i];
locked.insert(AI_OG_GETKEY(lgh->mName));
}
for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
aiLight *lgh = pScene->mLights[i];
locked.insert(AI_OG_GETKEY(lgh->mName));
}
// Insert a dummy master node and make it read-only
aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
locked.insert(AI_OG_GETKEY(dummy_root->mName));
// Insert a dummy master node and make it read-only
aiNode *dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
locked.insert(AI_OG_GETKEY(dummy_root->mName));
const aiString prev = pScene->mRootNode->mName;
pScene->mRootNode->mParent = dummy_root;
const aiString prev = pScene->mRootNode->mName;
pScene->mRootNode->mParent = dummy_root;
dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1];
dummy_root->mChildren[0] = pScene->mRootNode;
dummy_root->mChildren = new aiNode *[dummy_root->mNumChildren = 1];
dummy_root->mChildren[0] = pScene->mRootNode;
// Do our recursive processing of scenegraph nodes. For each node collect
// a fully new list of children and allow their children to place themselves
// on the same hierarchy layer as their parents.
std::list<aiNode*> nodes;
CollectNewChildren (dummy_root,nodes);
// Do our recursive processing of scenegraph nodes. For each node collect
// a fully new list of children and allow their children to place themselves
// on the same hierarchy layer as their parents.
std::list<aiNode *> nodes;
CollectNewChildren(dummy_root, nodes);
ai_assert(nodes.size() == 1);
ai_assert(nodes.size() == 1);
if (dummy_root->mNumChildren == 0) {
pScene->mRootNode = NULL;
throw DeadlyImportError("After optimizing the scene graph, no data remains");
}
if (dummy_root->mNumChildren == 0) {
pScene->mRootNode = nullptr;
throw DeadlyImportError("After optimizing the scene graph, no data remains");
}
if (dummy_root->mNumChildren > 1) {
pScene->mRootNode = dummy_root;
if (dummy_root->mNumChildren > 1) {
pScene->mRootNode = dummy_root;
// Keep the dummy node but assign the name of the old root node to it
pScene->mRootNode->mName = prev;
}
else {
// Keep the dummy node but assign the name of the old root node to it
pScene->mRootNode->mName = prev;
} else {
// Remove the dummy root node again.
pScene->mRootNode = dummy_root->mChildren[0];
// Remove the dummy root node again.
pScene->mRootNode = dummy_root->mChildren[0];
dummy_root->mChildren[0] = NULL;
delete dummy_root;
}
dummy_root->mChildren[0] = nullptr;
delete dummy_root;
}
pScene->mRootNode->mParent = NULL;
if (!DefaultLogger::isNullLogger()) {
if ( nodes_in != nodes_out) {
ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
} else {
ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
}
}
meshes.clear();
locked.clear();
pScene->mRootNode->mParent = nullptr;
if (!DefaultLogger::isNullLogger()) {
if (nodes_in != nodes_out) {
ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
} else {
ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
}
}
meshes.clear();
locked.clear();
}
// ------------------------------------------------------------------------------------------------
// Build a LUT of all instanced meshes
void OptimizeGraphProcess::FindInstancedMeshes (aiNode* pNode)
{
for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
++meshes[pNode->mMeshes[i]];
}
void OptimizeGraphProcess::FindInstancedMeshes(aiNode *pNode) {
for (unsigned int i = 0; i < pNode->mNumMeshes; ++i) {
++meshes[pNode->mMeshes[i]];
}
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
FindInstancedMeshes(pNode->mChildren[i]);
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
FindInstancedMeshes(pNode->mChildren[i]);
}
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS

View File

@ -75,13 +75,13 @@ public:
~OptimizeGraphProcess();
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
bool IsActive( unsigned int pFlags) const override;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
void Execute( aiScene* pScene) override;
// -------------------------------------------------------------------
void SetupProperties(const Importer* pImp);
void SetupProperties(const Importer* pImp) override;
// -------------------------------------------------------------------
/** @brief Add a list of node names to be locked and not modified.

File diff suppressed because it is too large Load Diff

View File

@ -59,7 +59,7 @@ struct aiNode;
class PretransformVerticesTest;
namespace Assimp {
namespace Assimp {
// ---------------------------------------------------------------------------
/** The PretransformVertices pre-transforms all vertices in the node tree
@ -68,97 +68,97 @@ namespace Assimp {
*/
class ASSIMP_API PretransformVertices : public BaseProcess {
public:
PretransformVertices ();
~PretransformVertices ();
PretransformVertices();
~PretransformVertices();
// -------------------------------------------------------------------
// Check whether step is active
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
// Check whether step is active
bool IsActive(unsigned int pFlags) const override;
// -------------------------------------------------------------------
// Execute step on a given scene
void Execute( aiScene* pScene);
// -------------------------------------------------------------------
// Execute step on a given scene
void Execute(aiScene *pScene) override;
// -------------------------------------------------------------------
// Setup import settings
void SetupProperties(const Importer* pImp);
// -------------------------------------------------------------------
// Setup import settings
void SetupProperties(const Importer *pImp) override;
// -------------------------------------------------------------------
/** @brief Toggle the 'keep hierarchy' option
// -------------------------------------------------------------------
/** @brief Toggle the 'keep hierarchy' option
* @param keep true for keep configuration.
*/
void KeepHierarchy(bool keep) {
configKeepHierarchy = keep;
}
void KeepHierarchy(bool keep) {
configKeepHierarchy = keep;
}
// -------------------------------------------------------------------
/** @brief Check whether 'keep hierarchy' is currently enabled.
// -------------------------------------------------------------------
/** @brief Check whether 'keep hierarchy' is currently enabled.
* @return ...
*/
bool IsHierarchyKept() const {
return configKeepHierarchy;
}
bool IsHierarchyKept() const {
return configKeepHierarchy;
}
private:
// -------------------------------------------------------------------
// Count the number of nodes
unsigned int CountNodes( aiNode* pcNode );
// -------------------------------------------------------------------
// Count the number of nodes
unsigned int CountNodes(const aiNode *pcNode) const;
// -------------------------------------------------------------------
// Get a bitwise combination identifying the vertex format of a mesh
unsigned int GetMeshVFormat(aiMesh* pcMesh);
// -------------------------------------------------------------------
// Get a bitwise combination identifying the vertex format of a mesh
unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
// -------------------------------------------------------------------
// Count the number of vertices in the whole scene and a given
// material index
void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
unsigned int iMat,
unsigned int iVFormat,
unsigned int* piFaces,
unsigned int* piVertices);
// -------------------------------------------------------------------
// Count the number of vertices in the whole scene and a given
// material index
void CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode,
unsigned int iMat,
unsigned int iVFormat,
unsigned int *piFaces,
unsigned int *piVertices) const;
// -------------------------------------------------------------------
// Collect vertex/face data
void CollectData( aiScene* pcScene, aiNode* pcNode,
unsigned int iMat,
unsigned int iVFormat,
aiMesh* pcMeshOut,
unsigned int aiCurrent[2],
unsigned int* num_refs);
// -------------------------------------------------------------------
// Collect vertex/face data
void CollectData(const aiScene *pcScene, const aiNode *pcNode,
unsigned int iMat,
unsigned int iVFormat,
aiMesh *pcMeshOut,
unsigned int aiCurrent[2],
unsigned int *num_refs) const;
// -------------------------------------------------------------------
// Get a list of all vertex formats that occur for a given material
// The output list contains duplicate elements
void GetVFormatList( aiScene* pcScene, unsigned int iMat,
std::list<unsigned int>& aiOut);
// -------------------------------------------------------------------
// Get a list of all vertex formats that occur for a given material
// The output list contains duplicate elements
void GetVFormatList(const aiScene *pcScene, unsigned int iMat,
std::list<unsigned int> &aiOut) const;
// -------------------------------------------------------------------
// Compute the absolute transformation matrices of each node
void ComputeAbsoluteTransform( aiNode* pcNode );
// -------------------------------------------------------------------
// Compute the absolute transformation matrices of each node
void ComputeAbsoluteTransform(aiNode *pcNode);
// -------------------------------------------------------------------
// Simple routine to build meshes in worldspace, no further optimization
void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
unsigned int numIn, aiNode* node);
// -------------------------------------------------------------------
// Simple routine to build meshes in worldspace, no further optimization
void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
unsigned int numIn, aiNode *node) const;
// -------------------------------------------------------------------
// Apply the node transformation to a mesh
void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
// -------------------------------------------------------------------
// Apply the node transformation to a mesh
void ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const;
// -------------------------------------------------------------------
// Reset transformation matrices to identity
void MakeIdentityTransform(aiNode* nd);
// -------------------------------------------------------------------
// Reset transformation matrices to identity
void MakeIdentityTransform(aiNode *nd) const;
// -------------------------------------------------------------------
// Build reference counters for all meshes
void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
// -------------------------------------------------------------------
// Build reference counters for all meshes
void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const;
//! Configuration option: keep scene hierarchy as long as possible
bool configKeepHierarchy;
bool configNormalize;
bool configTransform;
aiMatrix4x4 configTransformation;
bool mConfigPointCloud;
//! Configuration option: keep scene hierarchy as long as possible
bool configKeepHierarchy;
bool configNormalize;
bool configTransform;
aiMatrix4x4 configTransformation;
bool mConfigPointCloud;
};
} // end of namespace Assimp

View File

@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/ai_assert.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include <assimp/commonMetaData.h>
#include <memory>
@ -697,6 +698,25 @@ void glTFImporter::ImportEmbeddedTextures(glTF::Asset& r)
}
}
void glTFImporter::ImportCommonMetadata(glTF::Asset& a)
{
ai_assert(mScene->mMetaData == nullptr);
const bool hasVersion = !a.asset.version.empty();
const bool hasGenerator = !a.asset.generator.empty();
if (hasVersion || hasGenerator)
{
mScene->mMetaData = new aiMetadata;
if (hasVersion)
{
mScene->mMetaData->Add(AI_METADATA_SOURCE_FORMAT_VERSION, aiString(a.asset.version));
}
if (hasGenerator)
{
mScene->mMetaData->Add(AI_METADATA_SOURCE_GENERATOR, aiString(a.asset.generator));
}
}
}
void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
// clean all member arrays
@ -723,7 +743,7 @@ void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOS
ImportLights(asset);
ImportNodes(asset);
ImportCommonMetadata(asset);
if (pScene->mNumMeshes == 0) {
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;

View File

@ -83,7 +83,7 @@ private:
void ImportCameras(glTF::Asset& a);
void ImportLights(glTF::Asset& a);
void ImportNodes(glTF::Asset& a);
void ImportCommonMetadata(glTF::Asset& a);
};
} // Namespace assimp

View File

@ -55,6 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <assimp/commonMetaData.h>
#include <memory>
#include <unordered_map>
@ -1302,6 +1303,24 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
}
}
void glTF2Importer::ImportCommonMetadata(glTF2::Asset& a) {
ai_assert(mScene->mMetaData == nullptr);
const bool hasVersion = !a.asset.version.empty();
const bool hasGenerator = !a.asset.generator.empty();
if (hasVersion || hasGenerator)
{
mScene->mMetaData = new aiMetadata;
if (hasVersion)
{
mScene->mMetaData->Add(AI_METADATA_SOURCE_FORMAT_VERSION, aiString(a.asset.version));
}
if (hasGenerator)
{
mScene->mMetaData->Add(AI_METADATA_SOURCE_GENERATOR, aiString(a.asset.generator));
}
}
}
void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
// clean all member arrays
meshOffsets.clear();
@ -1329,6 +1348,8 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
ImportAnimations(asset);
ImportCommonMetadata(asset);
if (pScene->mNumMeshes == 0) {
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}

View File

@ -84,6 +84,7 @@ private:
void ImportLights(glTF2::Asset& a);
void ImportNodes(glTF2::Asset& a);
void ImportAnimations(glTF2::Asset& a);
void ImportCommonMetadata(glTF2::Asset& a);
};
} // Namespace assimp

View File

@ -72,7 +72,7 @@ for(LineSplitter splitter(stream);splitter;++splitter) {
if (strtol(splitter[2]) > 5) { .. }
}
std::cout << "Current line is: " << splitter.get_index() << std::endl;
ASSIMP_LOG_DEBUG_F("Current line is: ", splitter.get_index());
}
@endcode
*/

View File

@ -0,0 +1,63 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, 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.
---------------------------------------------------------------------------
*/
/** @file commonMetaData.h
* @brief Defines a set of common scene metadata keys.
*/
#pragma once
#ifndef AI_COMMONMETADATA_H_INC
#define AI_COMMONMETADATA_H_INC
/// Scene metadata holding the name of the importer which loaded the source asset.
/// This is always present if the scene was created from an imported asset.
#define AI_METADATA_SOURCE_FORMAT "SourceAsset_Format"
/// Scene metadata holding the version of the source asset as a string, if available.
/// Not all formats add this metadata.
#define AI_METADATA_SOURCE_FORMAT_VERSION "SourceAsset_FormatVersion"
/// Scene metadata holding the name of the software which generated the source asset, if available.
/// Not all formats add this metadata.
#define AI_METADATA_SOURCE_GENERATOR "SourceAsset_Generator"
#endif

View File

@ -286,8 +286,8 @@ struct aiMetadata {
new_values[i] = mValues[i];
}
delete mKeys;
delete mValues;
delete[] mKeys;
delete[] mValues;
mKeys = new_keys;
mValues = new_values;
@ -377,6 +377,23 @@ struct aiMetadata {
return true;
}
/// Check whether there is a metadata entry for the given key.
/// \param [in] Key - the key value value to check for.
inline
bool HasKey(const char* key) {
if ( nullptr == key ) {
return false;
}
// Search for the given key
for (unsigned int i = 0; i < mNumProperties; ++i) {
if ( 0 == strncmp(mKeys[i].C_Str(), key, mKeys[i].length ) ) {
return true;
}
}
return false;
}
#endif // __cplusplus
};

View File

@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/types.h>
#include <assimp/commonMetaData.h>
using namespace Assimp;
@ -283,3 +284,29 @@ TEST_F(utFBXImporterExporter, importOrphantEmbeddedTextureTest) {
ASSERT_TRUE(scene->mTextures[0]->pcData);
ASSERT_EQ(9026u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression used for a texture.";
}
TEST_F(utFBXImporterExporter, sceneMetadata) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/global_settings.fbx",
aiProcess_ValidateDataStructure);
ASSERT_NE(scene, nullptr);
ASSERT_NE(scene->mMetaData, nullptr);
{
ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT));
aiString format;
ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, format));
ASSERT_EQ(strcmp(format.C_Str(), "Autodesk FBX Importer"), 0);
}
{
ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT_VERSION));
aiString version;
ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, version));
ASSERT_EQ(strcmp(version.C_Str(), "7400"), 0);
}
{
ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_GENERATOR));
aiString generator;
ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, generator));
ASSERT_EQ(strncmp(generator.C_Str(), "Blender", 7), 0);
}
}

View File

@ -45,6 +45,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/Exporter.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/commonMetaData.h>
#include <array>
#include <assimp/pbrmaterial.h>
@ -439,6 +441,32 @@ TEST_F(utglTF2ImportExport, error_string_preserved) {
#endif // ASSIMP_BUILD_NO_EXPORT
TEST_F(utglTF2ImportExport, sceneMetadata) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf",
aiProcess_ValidateDataStructure);
ASSERT_NE(scene, nullptr);
ASSERT_NE(scene->mMetaData, nullptr);
{
ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT));
aiString format;
ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, format));
ASSERT_EQ(strcmp(format.C_Str(), "glTF2 Importer"), 0);
}
{
ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT_VERSION));
aiString version;
ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, version));
ASSERT_EQ(strcmp(version.C_Str(), "2.0"), 0);
}
{
ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_GENERATOR));
aiString generator;
ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, generator));
ASSERT_EQ(strcmp(generator.C_Str(), "COLLADA2GLTF"), 0);
}
}
TEST_F(utglTF2ImportExport, texcoords) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf",

View File

@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/commonMetaData.h>
using namespace Assimp;
@ -85,3 +86,28 @@ TEST_F(utglTFImportExport, incorrect_vertex_arrays) {
EXPECT_EQ(scene->mMeshes[7]->mNumVertices, 35u);
EXPECT_EQ(scene->mMeshes[7]->mNumFaces, 17u);
}
TEST_F(utglTFImportExport, sceneMetadata) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF/TwoBoxes/TwoBoxes.gltf", aiProcess_ValidateDataStructure);
ASSERT_TRUE(scene);
ASSERT_TRUE(scene->mMetaData);
{
ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT));
aiString format;
ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, format));
ASSERT_EQ(strcmp(format.C_Str(), "glTF Importer"), 0);
}
{
ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT_VERSION));
aiString version;
ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, version));
ASSERT_EQ(strcmp(version.C_Str(), "1.0"), 0);
}
{
ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_GENERATOR));
aiString generator;
ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, generator));
ASSERT_EQ(strncmp(generator.C_Str(), "collada2gltf", 12), 0);
}
}