Merge branch 'master' into mingw-fix-2685

pull/2698/head
Kim Kulling 2019-10-27 10:43:00 +01:00 committed by GitHub
commit b8321925c3
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14 changed files with 773 additions and 76 deletions

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@ -14,6 +14,7 @@ matrix:
fast_finish: true
image:
- Visual Studio 2013
- Visual Studio 2015
- Visual Studio 2017
- Visual Studio 2019
@ -29,11 +30,13 @@ install:
- set PATH=C:\Ruby24-x64\bin;%PATH%
- set CMAKE_DEFINES -DASSIMP_WERROR=ON
- if [%COMPILER%]==[MinGW] set PATH=C:\MinGW\bin;%PATH%
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2013" set CMAKE_GENERATOR_NAME=Visual Studio 12 2013
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2017" set CMAKE_GENERATOR_NAME=Visual Studio 15 2017
- if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2019" set CMAKE_GENERATOR_NAME=Visual Studio 16 2019
- cmake %CMAKE_DEFINES% -G "%CMAKE_GENERATOR_NAME%" -A %platform% .
# Rename sh.exe as sh.exe in PATH interferes with MinGW
# Rename sh.exe as sh.exe in PATH interferes with MinGW - if "%APPVEYOR_BUILD_WORKER_IMAGE%"=="Visual Studio 2015" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
- rename "C:\Program Files\Git\usr\bin\sh.exe" "sh2.exe"
- set PATH=%PATH%;"C:\\Program Files (x86)\\Inno Setup 5"
- ps: Invoke-WebRequest -Uri https://download.microsoft.com/download/5/7/b/57b2947c-7221-4f33-b35e-2fc78cb10df4/vc_redist.x64.exe -OutFile .\packaging\windows-innosetup\vc_redist.x64.exe

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@ -5,6 +5,9 @@ if("${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}" LESS 2.5)
endif()
cmake_policy(PUSH)
cmake_policy(VERSION 2.6)
# Required for the evaluation of "if(@BUILD_SHARED_LIBS@)" below to function
cmake_policy(SET CMP0012 NEW)
#----------------------------------------------------------------
# Generated CMake target import file.
#----------------------------------------------------------------

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@ -92,6 +92,36 @@ void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* p
} // end of namespace Assimp
// ------------------------------------------------------------------------------------------------
// Encodes a string into a valid XML ID using the xsd:ID schema qualifications.
static const std::string XMLIDEncode(const std::string& name) {
const char XML_ID_CHARS[] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz_-.";
const unsigned int XML_ID_CHARS_COUNT = sizeof(XML_ID_CHARS) / sizeof(char);
if (name.length() == 0) {
return name;
}
std::stringstream idEncoded;
// xsd:ID must start with letter or underscore
if (!((name[0] >= 'A' && name[0] <= 'z') || name[0] == '_')) {
idEncoded << '_';
}
for (std::string::const_iterator it = name.begin(); it != name.end(); ++it) {
// xsd:ID can only contain letters, digits, underscores, hyphens and periods
if (strchr(XML_ID_CHARS, *it) != nullptr) {
idEncoded << *it;
} else {
// Select placeholder character based on invalid character to prevent name collisions
idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT];
}
}
return idEncoded.str();
}
// ------------------------------------------------------------------------------------------------
// Constructor for a specific scene to export
ColladaExporter::ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file)
@ -146,7 +176,7 @@ void ColladaExporter::WriteFile() {
// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
mOutput << startstr << "<scene>" << endstr;
PushTag();
mOutput << startstr << "<instance_visual_scene url=\"#" + XMLEscape(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
mOutput << startstr << "<instance_visual_scene url=\"#" + XMLIDEncode(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
PopTag();
mOutput << startstr << "</scene>" << endstr;
PopTag();
@ -356,9 +386,10 @@ void ColladaExporter::WriteCamerasLibrary() {
void ColladaExporter::WriteCamera(size_t pIndex){
const aiCamera *cam = mScene->mCameras[pIndex];
const std::string idstrEscaped = XMLEscape(cam->mName.C_Str());
const std::string cameraName = XMLEscape(cam->mName.C_Str());
const std::string cameraId = XMLIDEncode(cam->mName.C_Str());
mOutput << startstr << "<camera id=\"" << idstrEscaped << "-camera\" name=\"" << idstrEscaped << "_name\" >" << endstr;
mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
PushTag();
mOutput << startstr << "<optics>" << endstr;
PushTag();
@ -412,10 +443,11 @@ void ColladaExporter::WriteLightsLibrary() {
void ColladaExporter::WriteLight(size_t pIndex){
const aiLight *light = mScene->mLights[pIndex];
const std::string idstrEscaped = XMLEscape(light->mName.C_Str());
const std::string lightName = XMLEscape(light->mName.C_Str());
const std::string lightId = XMLIDEncode(light->mName.C_Str());
mOutput << startstr << "<light id=\"" << idstrEscaped << "-light\" name=\""
<< idstrEscaped << "_name\" >" << endstr;
mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
<< lightName << "\" >" << endstr;
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
@ -586,7 +618,7 @@ static bool isalnum_C(char c) {
void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd) {
if( !pSurface.texture.empty() )
{
mOutput << startstr << "<image id=\"" << XMLEscape(pNameAdd) << "\">" << endstr;
mOutput << startstr << "<image id=\"" << XMLIDEncode(pNameAdd) << "\">" << endstr;
PushTag();
mOutput << startstr << "<init_from>";
@ -619,7 +651,7 @@ void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std
}
else
{
mOutput << startstr << "<texture texture=\"" << XMLEscape(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
mOutput << startstr << "<texture texture=\"" << XMLIDEncode(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
}
PopTag();
mOutput << startstr << "</" << pTypeName << ">" << endstr;
@ -633,21 +665,21 @@ void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std
// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
if( !pSurface.texture.empty() )
{
mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
PushTag();
mOutput << startstr << "<surface type=\"2D\">" << endstr;
PushTag();
mOutput << startstr << "<init_from>" << XMLEscape(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
mOutput << startstr << "<init_from>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
PopTag();
mOutput << startstr << "</surface>" << endstr;
PopTag();
mOutput << startstr << "</newparam>" << endstr;
mOutput << startstr << "<newparam sid=\"" << XMLEscape(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
PushTag();
mOutput << startstr << "<sampler2D>" << endstr;
PushTag();
mOutput << startstr << "<source>" << XMLEscape(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
mOutput << startstr << "<source>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
PopTag();
mOutput << startstr << "</sampler2D>" << endstr;
PopTag();
@ -699,11 +731,6 @@ void ColladaExporter::WriteMaterials()
materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
}
}
for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
if( !isalnum_C( *it ) ) {
*it = '_';
}
}
aiShadingMode shading = aiShadingMode_Flat;
materials[a].shading_model = "phong";
@ -768,7 +795,7 @@ void ColladaExporter::WriteMaterials()
{
const Material& mat = *it;
// this is so ridiculous it must be right
mOutput << startstr << "<effect id=\"" << XMLEscape(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
mOutput << startstr << "<effect id=\"" << XMLIDEncode(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
PushTag();
mOutput << startstr << "<profile_COMMON>" << endstr;
PushTag();
@ -819,9 +846,9 @@ void ColladaExporter::WriteMaterials()
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
{
const Material& mat = *it;
mOutput << startstr << "<material id=\"" << XMLEscape(mat.name) << "\" name=\"" << mat.name << "\">" << endstr;
mOutput << startstr << "<material id=\"" << XMLIDEncode(mat.name) << "\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
PushTag();
mOutput << startstr << "<instance_effect url=\"#" << XMLEscape(mat.name) << "-fx\"/>" << endstr;
mOutput << startstr << "<instance_effect url=\"#" << XMLIDEncode(mat.name) << "-fx\"/>" << endstr;
PopTag();
mOutput << startstr << "</material>" << endstr;
}
@ -850,8 +877,8 @@ void ColladaExporter::WriteControllerLibrary()
void ColladaExporter::WriteController( size_t pIndex)
{
const aiMesh* mesh = mScene->mMeshes[pIndex];
const std::string idstr = GetMeshId( pIndex);
const std::string idstrEscaped = XMLEscape(idstr);
const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
const std::string idstrEscaped = XMLIDEncode(idstr);
if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
return;
@ -886,7 +913,7 @@ void ColladaExporter::WriteController( size_t pIndex)
mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
for( size_t i = 0; i < mesh->mNumBones; ++i )
mOutput << XMLEscape(mesh->mBones[i]->mName.C_Str()) << " ";
mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " ";
mOutput << "</Name_array>" << endstr;
@ -1021,14 +1048,15 @@ void ColladaExporter::WriteGeometryLibrary()
void ColladaExporter::WriteGeometry( size_t pIndex)
{
const aiMesh* mesh = mScene->mMeshes[pIndex];
const std::string idstr = GetMeshId( pIndex);
const std::string idstrEscaped = XMLEscape(idstr);
const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
const std::string geometryName = XMLEscape(idstr);
const std::string geometryId = XMLIDEncode(idstr);
if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
return;
// opening tag
mOutput << startstr << "<geometry id=\"" << idstrEscaped << "\" name=\"" << idstrEscaped << "_name\" >" << endstr;
mOutput << startstr << "<geometry id=\"" << geometryId << "\" name=\"" << geometryName << "\" >" << endstr;
PushTag();
mOutput << startstr << "<mesh>" << endstr;
@ -1059,9 +1087,9 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
// assemble vertex structure
// Only write input for POSITION since we will write other as shared inputs in polygon definition
mOutput << startstr << "<vertices id=\"" << idstrEscaped << "-vertices" << "\">" << endstr;
mOutput << startstr << "<vertices id=\"" << geometryId << "-vertices" << "\">" << endstr;
PushTag();
mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstrEscaped << "-positions\" />" << endstr;
mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << geometryId << "-positions\" />" << endstr;
PopTag();
mOutput << startstr << "</vertices>" << endstr;
@ -1079,18 +1107,18 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
{
mOutput << startstr << "<lines count=\"" << countLines << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << geometryId << "-vertices\" />" << endstr;
if( mesh->HasNormals() )
mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr;
mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << geometryId << "-normals\" />" << endstr;
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
{
if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) )
mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << geometryId << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
}
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
{
if( mesh->HasVertexColors(static_cast<unsigned int>(a) ) )
mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << geometryId << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
}
mOutput << startstr << "<p>";
@ -1113,18 +1141,18 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
{
mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << geometryId << "-vertices\" />" << endstr;
if( mesh->HasNormals() )
mOutput << startstr << "<input offset=\"0\" semantic=\"NORMAL\" source=\"#" << idstrEscaped << "-normals\" />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"NORMAL\" source=\"#" << geometryId << "-normals\" />" << endstr;
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
{
if( mesh->HasTextureCoords(static_cast<unsigned int>(a)) )
mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << geometryId << "-tex" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
}
for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
{
if( mesh->HasVertexColors(static_cast<unsigned int>(a) ) )
mOutput << startstr << "<input offset=\"0\" semantic=\"COLOR\" source=\"#" << idstrEscaped << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
mOutput << startstr << "<input offset=\"0\" semantic=\"COLOR\" source=\"#" << geometryId << "-color" << a << "\" " << "set=\"" << a << "\"" << " />" << endstr;
}
mOutput << startstr << "<vcount>";
@ -1173,13 +1201,13 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
return;
}
std::string arrayId = pIdString + "-array";
std::string arrayId = XMLIDEncode(pIdString) + "-array";
mOutput << startstr << "<source id=\"" << XMLEscape(pIdString) << "\" name=\"" << XMLEscape(pIdString) << "\">" << endstr;
mOutput << startstr << "<source id=\"" << XMLIDEncode(pIdString) << "\" name=\"" << XMLEscape(pIdString) << "\">" << endstr;
PushTag();
// source array
mOutput << startstr << "<float_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
mOutput << startstr << "<float_array id=\"" << arrayId << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
PushTag();
if( pType == FloatType_TexCoord2 )
@ -1265,11 +1293,12 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
// Writes the scene library
void ColladaExporter::WriteSceneLibrary()
{
const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
const std::string sceneName = XMLEscape(mScene->mRootNode->mName.C_Str());
const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str());
mOutput << startstr << "<library_visual_scenes>" << endstr;
PushTag();
mOutput << startstr << "<visual_scene id=\"" + scene_name_escaped + "\" name=\"" + scene_name_escaped + "\">" << endstr;
mOutput << startstr << "<visual_scene id=\"" + sceneId + "\" name=\"" + sceneName + "\">" << endstr;
PushTag();
// start recursive write at the root node
@ -1300,7 +1329,7 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
idstr = idstr + ending;
}
const std::string idstrEscaped = XMLEscape(idstr);
const std::string idstrEscaped = XMLIDEncode(idstr);
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
PushTag();
@ -1372,13 +1401,13 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
}
const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-interpolation");
std::string arrayId = node_idstr + "-array";
std::string arrayId = XMLIDEncode(node_idstr) + "-array";
mOutput << startstr << "<source id=\"" << XMLEscape(node_idstr) << "\">" << endstr;
mOutput << startstr << "<source id=\"" << XMLIDEncode(node_idstr) << "\">" << endstr;
PushTag();
// source array
mOutput << startstr << "<Name_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\"> ";
mOutput << startstr << "<Name_array id=\"" << arrayId << "\" count=\"" << names.size() << "\"> ";
for( size_t a = 0; a < names.size(); ++a ) {
mOutput << names[a] << " ";
}
@ -1387,7 +1416,7 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<accessor source=\"#" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\" stride=\"" << 1 << "\">" << endstr;
mOutput << startstr << "<accessor source=\"#" << arrayId << "\" count=\"" << names.size() << "\" stride=\"" << 1 << "\">" << endstr;
PushTag();
mOutput << startstr << "<param name=\"INTERPOLATION\" type=\"name\"></param>" << endstr;
@ -1409,12 +1438,12 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
{
// samplers
const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-sampler");
mOutput << startstr << "<sampler id=\"" << XMLEscape(node_idstr) << "\">" << endstr;
mOutput << startstr << "<sampler id=\"" << XMLIDEncode(node_idstr) << "\">" << endstr;
PushTag();
mOutput << startstr << "<input semantic=\"INPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"OUTPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"INTERPOLATION\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-interpolation") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"INPUT\" source=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"OUTPUT\" source=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"INTERPOLATION\" source=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-interpolation") ) << "\"/>" << endstr;
PopTag();
mOutput << startstr << "</sampler>" << endstr;
@ -1426,7 +1455,7 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
{
// channels
mOutput << startstr << "<channel source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLEscape(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr;
mOutput << startstr << "<channel source=\"#" << XMLIDEncode( nodeAnim->mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLIDEncode(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr;
}
}
@ -1437,8 +1466,6 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
// ------------------------------------------------------------------------------------------------
void ColladaExporter::WriteAnimationsLibrary()
{
const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
if ( mScene->mNumAnimations > 0 ) {
mOutput << startstr << "<library_animations>" << endstr;
PushTag();
@ -1546,16 +1573,17 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
}
}
const std::string node_name_escaped = XMLEscape(pNode->mName.data);
const std::string node_id = XMLIDEncode(pNode->mName.data);
const std::string node_name = XMLEscape(pNode->mName.data);
mOutput << startstr << "<node ";
if(is_skeleton_root) {
mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"" : "") ; // For now, only support one skeleton in a scene.
mFoundSkeletonRootNodeID = node_name_escaped;
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id +"\"" : "") ; // For now, only support one skeleton in a scene.
mFoundSkeletonRootNodeID = node_id;
} else {
mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"": "") ;
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id +"\"": "") ;
}
mOutput << " name=\"" << node_name_escaped
mOutput << " name=\"" << node_name
<< "\" type=\"" << node_type
<< "\">" << endstr;
PushTag();
@ -1594,14 +1622,14 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
//check if it is a camera node
for(size_t i=0; i<mScene->mNumCameras; i++){
if(mScene->mCameras[i]->mName == pNode->mName){
mOutput << startstr <<"<instance_camera url=\"#" << node_name_escaped << "-camera\"/>" << endstr;
mOutput << startstr <<"<instance_camera url=\"#" << node_id << "-camera\"/>" << endstr;
break;
}
}
//check if it is a light node
for(size_t i=0; i<mScene->mNumLights; i++){
if(mScene->mLights[i]->mName == pNode->mName){
mOutput << startstr <<"<instance_light url=\"#" << node_name_escaped << "-light\"/>" << endstr;
mOutput << startstr <<"<instance_light url=\"#" << node_id << "-light\"/>" << endstr;
break;
}
}
@ -1615,15 +1643,17 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
continue;
const std::string meshName = mesh->mName.length == 0 ? GetMeshId(pNode->mMeshes[a]) : mesh->mName.C_Str();
if( mesh->mNumBones == 0 )
{
mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
mOutput << startstr << "<instance_geometry url=\"#" << XMLIDEncode(meshName) << "\">" << endstr;
PushTag();
}
else
{
mOutput << startstr
<< "<instance_controller url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "-skin\">"
<< "<instance_controller url=\"#" << XMLIDEncode(meshName) << "-skin\">"
<< endstr;
PushTag();
@ -1631,7 +1661,7 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
// use the first bone to find skeleton root
const aiNode * skeletonRootBoneNode = findSkeletonRootNode( pScene, mesh );
if ( skeletonRootBoneNode ) {
mFoundSkeletonRootNodeID = XMLEscape( skeletonRootBoneNode->mName.C_Str() );
mFoundSkeletonRootNodeID = XMLIDEncode( skeletonRootBoneNode->mName.C_Str() );
}
mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
}
@ -1639,7 +1669,7 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLIDEncode(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
PushTag();
for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
{

View File

@ -67,7 +67,20 @@ using namespace Assimp;
// Constructor to be privately used by Importer
BaseImporter::BaseImporter() AI_NO_EXCEPT
: m_progress() {
// nothing to do here
/**
* Assimp Importer
* unit conversions available
* if you need another measurment unit add it below.
* it's currently defined in assimp that we prefer meters.
*
* NOTE: Initialised here rather than in the header file
* to workaround a VS2013 bug with brace initialisers
* */
importerUnits[ImporterUnits::M] = 1.0;
importerUnits[ImporterUnits::CM] = 0.01;
importerUnits[ImporterUnits::MM] = 0.001;
importerUnits[ImporterUnits::INCHES] = 0.0254;
importerUnits[ImporterUnits::FEET] = 0.3048;
}
// ------------------------------------------------------------------------------------------------

View File

@ -77,7 +77,7 @@ namespace Assimp {
#define MAGIC_NODE_TAG "_$AssimpFbx$"
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones )
: defaultMaterialIndex()

View File

@ -170,6 +170,8 @@ void glTFImporter::ImportMaterials(glTF::Asset& r) {
if (mScene->mNumMaterials == 0) {
mScene->mNumMaterials = 1;
// Delete the array of length zero created above.
delete[] mScene->mMaterials;
mScene->mMaterials = new aiMaterial*[1];
mScene->mMaterials[0] = new aiMaterial();
}
@ -330,6 +332,10 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
case PrimitiveMode_LINES: {
nFaces = count / 2;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = nFaces * 2;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
@ -353,6 +359,10 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = nFaces * 3;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
@ -395,6 +405,10 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
case PrimitiveMode_LINES: {
nFaces = count / 2;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = nFaces * 2;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], i, i + 1);
@ -418,6 +432,10 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = nFaces * 3;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], i, i + 1, i + 2);

View File

@ -530,6 +530,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
case PrimitiveMode_LINES: {
nFaces = count / 2;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = nFaces * 2;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
@ -553,6 +557,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = nFaces * 3;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
@ -604,6 +612,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
case PrimitiveMode_LINES: {
nFaces = count / 2;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = nFaces * 2;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], i, i + 1);
@ -627,6 +639,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = nFaces * 3;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], i, i + 1, i + 2);

View File

@ -196,16 +196,13 @@ public:
/**
* Assimp Importer
* unit conversions available
* if you need another measurment unit add it below.
* it's currently defined in assimp that we prefer meters.
* NOTE: Valid options are initialised in the
* constructor in the implementation file to
* work around a VS2013 compiler bug if support
* for that compiler is dropped in the future
* initialisation can be moved back here
* */
std::map<ImporterUnits, double> importerUnits = {
{ImporterUnits::M, 1},
{ImporterUnits::CM, 0.01},
{ImporterUnits::MM, 0.001},
{ImporterUnits::INCHES, 0.0254},
{ImporterUnits::FEET, 0.3048}
};
std::map<ImporterUnits, double> importerUnits;
virtual void SetApplicationUnits( const ImporterUnits& unit )
{

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"count" : 35,
"max" : [
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"type" : "SCALAR"
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"asset" : {
"generator" : "VKTS glTF 2.0 exporter",
"version" : "1.0"
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"mode" : 4
}
]
},
"mesh_1" : {
"name" : "TruncatedCube",
"primitives" : [ {
"attributes" : {
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"mesh_2" : {
"name" : "Lines",
"primitives" : [ {
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"name" : "IndexedCube",
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"attributes" : {
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} ]
},
"mesh_5" : {
"name" : "TruncatedIndexedCube",
"primitives" : [ {
"attributes" : {
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"indices" : "accessor_7"
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"mesh_6" : {
"name" : "IndexedLines",
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},
"mode" : 1,
"indices" : "accessor_7"
} ]
}
},
"nodes" : {
"node_0" : {
"meshes" : [ "mesh_0" ],
"name" : "Cube"
},
"node_1" : {
"meshes" : [ "mesh_1" ],
"name" : "TruncatedCube",
"translation": [ 2.5, 0.0, 2.5 ]
},
"node_2" : {
"meshes" : [ "mesh_2" ],
"name" : "Lines",
"translation": [ 2.5, 0.0, 0.0 ]
},
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"meshes" : [ "mesh_3" ],
"name" : "TruncatedLines",
"translation": [ 2.5, 0.0, -2.5 ]
},
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"meshes" : [ "mesh_4" ],
"name" : "IndexedCube",
"translation": [ -2.5, 0.0, 2.5 ]
},
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"meshes" : [ "mesh_5" ],
"name" : "TruncatedIndexedCube",
"translation": [ -2.5, 0.0, 0.0 ]
},
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"meshes" : [ "mesh_6" ],
"name" : "IndexedLines",
"translation": [ -2.5, 0.0, -2.5 ]
},
"node_7" : {
"meshes" : [ "mesh_7" ],
"name" : "TruncatedIndexedLines",
"translation": [ 0.0, 0.0, -2.5 ]
}
},
"scene" : "defaultScene",
"scenes" : {
"defaultScene" : {
"nodes" : [
"node_0", "node_1", "node_2", "node_3", "node_4", "node_5", "node_6", "node_7"
]
}
}
}

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{
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],
"type" : "VEC3"
},
{
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"max" : [
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],
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],
"type" : "VEC3"
},
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],
"type" : "VEC2"
},
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"type" : "VEC3"
},
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"count" : 35,
"type" : "VEC3"
},
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"componentType" : 5123,
"count" : 35,
"max" : [
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],
"min" : [
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],
"type" : "SCALAR"
}
],
"asset" : {
"generator" : "VKTS glTF 2.0 exporter",
"version" : "2.0"
},
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"target" : 34963
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"mode" : 1
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"primitives" : [ {
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},
"mode" : 4,
"indices" : 0
} ]
},
{
"name" : "TruncatedIndexedCube",
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},
{
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},
"mode" : 1,
"indices" : 0
} ]
},
{
"name" : "TruncatedIndexedLines",
"primitives" : [ {
"attributes" : {
"POSITION" : 6
},
"mode" : 1,
"indices" : 7
} ]
}
],
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{
"mesh" : 0,
"name" : "Cube"
},
{
"mesh" : 1,
"name" : "TruncatedCube",
"translation": [ 2.5, 0.0, 2.5 ]
},
{
"mesh" : 2,
"name" : "Lines",
"translation": [ 2.5, 0.0, 0.0 ]
},
{
"mesh" : 3,
"name" : "TruncatedLines",
"translation": [ 2.5, 0.0, -2.5 ]
},
{
"mesh" : 4,
"name" : "IndexedCube",
"translation": [ -2.5, 0.0, 2.5 ]
},
{
"mesh" : 5,
"name" : "TruncatedIndexedCube",
"translation": [ -2.5, 0.0, 0.0 ]
},
{
"mesh" : 6,
"name" : "IndexedLines",
"translation": [ -2.5, 0.0, -2.5 ]
},
{
"mesh" : 7,
"name" : "TruncatedIndexedLines",
"translation": [ 0.0, 0.0, -2.5 ]
}
],
"samplers" : [
{}
],
"scene" : 0,
"scenes" : [
{
"nodes" : [
0, 1, 2, 3, 4, 5, 6, 7
]
}
]
}

View File

@ -382,6 +382,29 @@ TEST_F(utglTF2ImportExport, import_cameras) {
EXPECT_NE(nullptr, scene);
}
TEST_F(utglTF2ImportExport, incorrect_vertex_arrays) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/IncorrectVertexArrays/Cube.gltf",
aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 36u);
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 12u);
EXPECT_EQ(scene->mMeshes[1]->mNumVertices, 35u);
EXPECT_EQ(scene->mMeshes[1]->mNumFaces, 11u);
EXPECT_EQ(scene->mMeshes[2]->mNumVertices, 36u);
EXPECT_EQ(scene->mMeshes[2]->mNumFaces, 18u);
EXPECT_EQ(scene->mMeshes[3]->mNumVertices, 35u);
EXPECT_EQ(scene->mMeshes[3]->mNumFaces, 17u);
EXPECT_EQ(scene->mMeshes[4]->mNumVertices, 36u);
EXPECT_EQ(scene->mMeshes[4]->mNumFaces, 12u);
EXPECT_EQ(scene->mMeshes[5]->mNumVertices, 35u);
EXPECT_EQ(scene->mMeshes[5]->mNumFaces, 11u);
EXPECT_EQ(scene->mMeshes[6]->mNumVertices, 36u);
EXPECT_EQ(scene->mMeshes[6]->mNumFaces, 18u);
EXPECT_EQ(scene->mMeshes[7]->mNumVertices, 35u);
EXPECT_EQ(scene->mMeshes[7]->mNumFaces, 17u);
}
#ifndef ASSIMP_BUILD_NO_EXPORT
TEST_F( utglTF2ImportExport, exportglTF2FromFileTest ) {
EXPECT_TRUE( exporterTest() );

View File

@ -46,6 +46,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
using namespace Assimp;
class utglTFImportExport : public AbstractImportExportBase {
@ -60,3 +62,26 @@ public:
TEST_F( utglTFImportExport, importglTFFromFileTest ) {
EXPECT_TRUE( importerTest() );
}
TEST_F(utglTFImportExport, incorrect_vertex_arrays) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF/IncorrectVertexArrays/Cube_v1.gltf",
aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 36u);
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 12u);
EXPECT_EQ(scene->mMeshes[1]->mNumVertices, 35u);
EXPECT_EQ(scene->mMeshes[1]->mNumFaces, 11u);
EXPECT_EQ(scene->mMeshes[2]->mNumVertices, 36u);
EXPECT_EQ(scene->mMeshes[2]->mNumFaces, 18u);
EXPECT_EQ(scene->mMeshes[3]->mNumVertices, 35u);
EXPECT_EQ(scene->mMeshes[3]->mNumFaces, 17u);
EXPECT_EQ(scene->mMeshes[4]->mNumVertices, 36u);
EXPECT_EQ(scene->mMeshes[4]->mNumFaces, 12u);
EXPECT_EQ(scene->mMeshes[5]->mNumVertices, 35u);
EXPECT_EQ(scene->mMeshes[5]->mNumFaces, 11u);
EXPECT_EQ(scene->mMeshes[6]->mNumVertices, 36u);
EXPECT_EQ(scene->mMeshes[6]->mNumFaces, 18u);
EXPECT_EQ(scene->mMeshes[7]->mNumVertices, 35u);
EXPECT_EQ(scene->mMeshes[7]->mNumFaces, 17u);
}