Merge branch 'master' into master
commit
c168c4689e
11
Readme.md
11
Readme.md
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@ -16,13 +16,16 @@ A library to import and export various 3d-model-formats including scene-post-pro
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<br>
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<br>
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APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS.
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APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS.
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[Check the latest doc](https://assimp-docs.readthedocs.io/en/latest/).
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Additionally, assimp features various __mesh post processing tools__: normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials and many more.
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Additionally, assimp features various __mesh post processing tools__: normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials and many more.
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This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).
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### Latest Doc's ###
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Please check the latest documents at [Asset-Importer-Lib-Doc](https://assimp-docs.readthedocs.io/en/latest/).
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### Get involved ###
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This is the development repo containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [Github Assimp Releases](https://github.com/assimp/assimp/releases).
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<br>
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You find a bug in the docs? Use [Doc-Repo](https://github.com/assimp/assimp-docs).
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<br>
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Please check our Wiki as well: https://github.com/assimp/assimp/wiki
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Please check our Wiki as well: https://github.com/assimp/assimp/wiki
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If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb
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If you want to check our Model-Database, use the following repo: https://github.com/assimp/assimp-mdb
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@ -185,6 +185,17 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
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return unique_name;
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return unique_name;
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}
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}
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/// This struct manages nodes which may or may not end up in the node hierarchy.
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/// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
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struct FBXConverter::PotentialNode
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{
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PotentialNode() : mOwnership(new aiNode), mNode(mOwnership.get()) {}
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PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
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aiNode* operator->() { return mNode; }
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std::unique_ptr<aiNode> mOwnership;
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aiNode* mNode;
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};
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/// todo: pre-build node hierarchy
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/// todo: pre-build node hierarchy
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/// todo: get bone from stack
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/// todo: get bone from stack
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/// todo: make map of aiBone* to aiNode*
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/// todo: make map of aiBone* to aiNode*
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@ -192,137 +203,129 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
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void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
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void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
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std::vector<aiNode *> nodes;
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std::vector<PotentialNode> nodes;
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nodes.reserve(conns.size());
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nodes.reserve(conns.size());
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std::vector<aiNode *> nodes_chain;
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std::vector<PotentialNode> nodes_chain;
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std::vector<aiNode *> post_nodes_chain;
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std::vector<PotentialNode> post_nodes_chain;
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try {
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for (const Connection *con : conns) {
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for (const Connection *con : conns) {
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// ignore object-property links
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// ignore object-property links
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if (con->PropertyName().length()) {
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if (con->PropertyName().length()) {
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// really important we document why this is ignored.
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// really important we document why this is ignored.
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FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
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FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
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continue; //?
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continue; //?
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}
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// convert connection source object into Object base class
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const Object *const object = con->SourceObject();
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if (nullptr == object) {
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FBXImporter::LogError("failed to convert source object for Model link");
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continue;
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}
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// FBX Model::Cube, Model::Bone001, etc elements
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// This detects if we can cast the object into this model structure.
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const Model *const model = dynamic_cast<const Model *>(object);
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if (nullptr != model) {
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nodes_chain.clear();
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post_nodes_chain.clear();
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aiMatrix4x4 new_abs_transform = parent->mTransformation;
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std::string node_name = FixNodeName(model->Name());
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// even though there is only a single input node, the design of
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// assimp (or rather: the complicated transformation chain that
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// is employed by fbx) means that we may need multiple aiNode's
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// to represent a fbx node's transformation.
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// generate node transforms - this includes pivot data
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// if need_additional_node is true then you t
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const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
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// assert that for the current node we must have at least a single transform
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ai_assert(nodes_chain.size());
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if (need_additional_node) {
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nodes_chain.emplace_back(PotentialNode(node_name));
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}
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}
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// convert connection source object into Object base class
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//setup metadata on newest node
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const Object *const object = con->SourceObject();
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SetupNodeMetadata(*model, *nodes_chain.back().mNode);
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if (nullptr == object) {
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FBXImporter::LogError("failed to convert source object for Model link");
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continue;
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}
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// FBX Model::Cube, Model::Bone001, etc elements
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// link all nodes in a row
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// This detects if we can cast the object into this model structure.
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aiNode *last_parent = parent;
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const Model *const model = dynamic_cast<const Model *>(object);
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for (PotentialNode& child : nodes_chain) {
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ai_assert(child.mNode);
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if (nullptr != model) {
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if (last_parent != parent) {
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nodes_chain.clear();
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last_parent->mNumChildren = 1;
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post_nodes_chain.clear();
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last_parent->mChildren = new aiNode *[1];
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last_parent->mChildren[0] = child.mOwnership.release();
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aiMatrix4x4 new_abs_transform = parent->mTransformation;
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std::string node_name = FixNodeName(model->Name());
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// even though there is only a single input node, the design of
|
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// assimp (or rather: the complicated transformation chain that
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// is employed by fbx) means that we may need multiple aiNode's
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// to represent a fbx node's transformation.
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// generate node transforms - this includes pivot data
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// if need_additional_node is true then you t
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const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
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// assert that for the current node we must have at least a single transform
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ai_assert(nodes_chain.size());
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if (need_additional_node) {
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nodes_chain.push_back(new aiNode(node_name));
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}
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}
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//setup metadata on newest node
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child->mParent = last_parent;
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SetupNodeMetadata(*model, *nodes_chain.back());
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last_parent = child.mNode;
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// link all nodes in a row
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new_abs_transform *= child->mTransformation;
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aiNode *last_parent = parent;
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}
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for (aiNode *child : nodes_chain) {
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ai_assert(child);
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// attach geometry
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ConvertModel(*model, nodes_chain.back().mNode, root_node, new_abs_transform);
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// check if there will be any child nodes
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const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
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// if so, link the geometric transform inverse nodes
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// before we attach any child nodes
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if (child_conns.size()) {
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for (PotentialNode& postnode : post_nodes_chain) {
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ai_assert(postnode.mNode);
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if (last_parent != parent) {
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if (last_parent != parent) {
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last_parent->mNumChildren = 1;
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode *[1];
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last_parent->mChildren = new aiNode *[1];
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last_parent->mChildren[0] = child;
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last_parent->mChildren[0] = postnode.mOwnership.release();
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}
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}
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child->mParent = last_parent;
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postnode->mParent = last_parent;
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last_parent = child;
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last_parent = postnode.mNode;
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new_abs_transform *= child->mTransformation;
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new_abs_transform *= postnode->mTransformation;
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}
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}
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} else {
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// attach geometry
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// free the nodes we allocated as we don't need them
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ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
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post_nodes_chain.clear();
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// check if there will be any child nodes
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const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
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// if so, link the geometric transform inverse nodes
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// before we attach any child nodes
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if (child_conns.size()) {
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for (aiNode *postnode : post_nodes_chain) {
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ai_assert(postnode);
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if (last_parent != parent) {
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode *[1];
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last_parent->mChildren[0] = postnode;
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}
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postnode->mParent = last_parent;
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last_parent = postnode;
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new_abs_transform *= postnode->mTransformation;
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}
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} else {
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// free the nodes we allocated as we don't need them
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Util::delete_fun<aiNode> deleter;
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std::for_each(
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post_nodes_chain.begin(),
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post_nodes_chain.end(),
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deleter);
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}
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// recursion call - child nodes
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ConvertNodes(model->ID(), last_parent, root_node);
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if (doc.Settings().readLights) {
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ConvertLights(*model, node_name);
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}
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if (doc.Settings().readCameras) {
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ConvertCameras(*model, node_name);
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}
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nodes.push_back(nodes_chain.front());
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nodes_chain.clear();
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}
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}
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// recursion call - child nodes
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ConvertNodes(model->ID(), last_parent, root_node);
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|
if (doc.Settings().readLights) {
|
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|
ConvertLights(*model, node_name);
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|
}
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|
if (doc.Settings().readCameras) {
|
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|
ConvertCameras(*model, node_name);
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|
}
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|
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|
nodes.push_back(std::move(nodes_chain.front()));
|
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|
nodes_chain.clear();
|
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}
|
}
|
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|
}
|
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|
|
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if (nodes.size()) {
|
if (nodes.size()) {
|
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parent->mChildren = new aiNode *[nodes.size()]();
|
parent->mChildren = new aiNode *[nodes.size()]();
|
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parent->mNumChildren = static_cast<unsigned int>(nodes.size());
|
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
|
||||||
|
|
||||||
std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
|
for (unsigned int i = 0; i < nodes.size(); ++i)
|
||||||
} else {
|
{
|
||||||
parent->mNumChildren = 0;
|
parent->mChildren[i] = nodes[i].mOwnership.release();
|
||||||
parent->mChildren = nullptr;
|
|
||||||
}
|
}
|
||||||
|
nodes.clear();
|
||||||
} catch (std::exception &) {
|
} else {
|
||||||
Util::delete_fun<aiNode> deleter;
|
parent->mNumChildren = 0;
|
||||||
std::for_each(nodes.begin(), nodes.end(), deleter);
|
parent->mChildren = nullptr;
|
||||||
std::for_each(nodes_chain.begin(), nodes_chain.end(), deleter);
|
|
||||||
std::for_each(post_nodes_chain.begin(), post_nodes_chain.end(), deleter);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -681,8 +684,8 @@ std::string FBXConverter::NameTransformationChainNode(const std::string &name, T
|
||||||
return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
|
return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<aiNode *> &output_nodes,
|
bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<PotentialNode> &output_nodes,
|
||||||
std::vector<aiNode *> &post_output_nodes) {
|
std::vector<PotentialNode> &post_output_nodes) {
|
||||||
const PropertyTable &props = model.Props();
|
const PropertyTable &props = model.Props();
|
||||||
const Model::RotOrder rot = model.RotationOrder();
|
const Model::RotOrder rot = model.RotationOrder();
|
||||||
|
|
||||||
|
@ -828,7 +831,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
||||||
chain[i] = chain[i].Inverse();
|
chain[i] = chain[i].Inverse();
|
||||||
}
|
}
|
||||||
|
|
||||||
aiNode *nd = new aiNode();
|
PotentialNode nd;
|
||||||
nd->mName.Set(NameTransformationChainNode(name, comp));
|
nd->mName.Set(NameTransformationChainNode(name, comp));
|
||||||
nd->mTransformation = chain[i];
|
nd->mTransformation = chain[i];
|
||||||
|
|
||||||
|
@ -836,9 +839,9 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
||||||
if (comp == TransformationComp_GeometricScalingInverse ||
|
if (comp == TransformationComp_GeometricScalingInverse ||
|
||||||
comp == TransformationComp_GeometricRotationInverse ||
|
comp == TransformationComp_GeometricRotationInverse ||
|
||||||
comp == TransformationComp_GeometricTranslationInverse) {
|
comp == TransformationComp_GeometricTranslationInverse) {
|
||||||
post_output_nodes.push_back(nd);
|
post_output_nodes.emplace_back(std::move(nd));
|
||||||
} else {
|
} else {
|
||||||
output_nodes.push_back(nd);
|
output_nodes.emplace_back(std::move(nd));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -847,8 +850,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
||||||
}
|
}
|
||||||
|
|
||||||
// else, we can just multiply the matrices together
|
// else, we can just multiply the matrices together
|
||||||
aiNode *nd = new aiNode();
|
PotentialNode nd;
|
||||||
output_nodes.push_back(nd);
|
|
||||||
|
|
||||||
// name passed to the method is already unique
|
// name passed to the method is already unique
|
||||||
nd->mName.Set(name);
|
nd->mName.Set(name);
|
||||||
|
@ -857,6 +859,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
|
||||||
for (unsigned int i = TransformationComp_Translation; i < TransformationComp_MAXIMUM; i++) {
|
for (unsigned int i = TransformationComp_Translation; i < TransformationComp_MAXIMUM; i++) {
|
||||||
nd->mTransformation = nd->mTransformation * chain[i];
|
nd->mTransformation = nd->mTransformation * chain[i];
|
||||||
}
|
}
|
||||||
|
output_nodes.push_back(std::move(nd));
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -171,9 +171,10 @@ private:
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
/**
|
/**
|
||||||
* note: memory for output_nodes will be managed by the caller
|
* note: memory for output_nodes is managed by the caller, via the PotentialNode struct.
|
||||||
*/
|
*/
|
||||||
bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<aiNode*>& output_nodes, std::vector<aiNode*>& post_output_nodes);
|
struct PotentialNode;
|
||||||
|
bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<PotentialNode>& output_nodes, std::vector<PotentialNode>& post_output_nodes);
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void SetupNodeMetadata(const Model& model, aiNode& nd);
|
void SetupNodeMetadata(const Model& model, aiNode& nd);
|
||||||
|
|
|
@ -49,7 +49,9 @@ using namespace glTFCommon::Util;
|
||||||
namespace Util {
|
namespace Util {
|
||||||
|
|
||||||
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *&out) {
|
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *&out) {
|
||||||
ai_assert(inLength % 4 == 0);
|
if (inLength % 4 != 0) {
|
||||||
|
throw DeadlyImportError("Invalid base64 encoded data: \"", std::string(in, std::min(size_t(32), inLength)), "\", length:", inLength);
|
||||||
|
}
|
||||||
|
|
||||||
if (inLength < 4) {
|
if (inLength < 4) {
|
||||||
out = 0;
|
out = 0;
|
||||||
|
|
|
@ -249,7 +249,10 @@ inline char EncodeCharBase64(uint8_t b) {
|
||||||
}
|
}
|
||||||
|
|
||||||
inline uint8_t DecodeCharBase64(char c) {
|
inline uint8_t DecodeCharBase64(char c) {
|
||||||
return DATA<true>::tableDecodeBase64[size_t(c)]; // TODO faster with lookup table or ifs?
|
if (c & 0x80) {
|
||||||
|
throw DeadlyImportError("Invalid base64 char value: ", size_t(c));
|
||||||
|
}
|
||||||
|
return DATA<true>::tableDecodeBase64[size_t(c & 0x7F)]; // TODO faster with lookup table or ifs?
|
||||||
}
|
}
|
||||||
|
|
||||||
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *&out);
|
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *&out);
|
||||||
|
|
|
@ -1124,6 +1124,14 @@ private:
|
||||||
IOStream *OpenFile(std::string path, const char *mode, bool absolute = false);
|
IOStream *OpenFile(std::string path, const char *mode, bool absolute = false);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
inline std::string getContextForErrorMessages(const std::string &id, const std::string &name) {
|
||||||
|
std::string context = id;
|
||||||
|
if (!name.empty()) {
|
||||||
|
context += " (\"" + name + "\")";
|
||||||
|
}
|
||||||
|
return context;
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace glTF2
|
} // namespace glTF2
|
||||||
|
|
||||||
// Include the implementation of the methods
|
// Include the implementation of the methods
|
||||||
|
|
|
@ -273,17 +273,21 @@ Ref<T> LazyDict<T>::Retrieve(unsigned int i) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!mDict->IsArray()) {
|
if (!mDict->IsArray()) {
|
||||||
throw DeadlyImportError("GLTF: Field is not an array \"", mDictId, "\"");
|
throw DeadlyImportError("GLTF: Field \"", mDictId, "\" is not an array");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (i >= mDict->Size()) {
|
||||||
|
throw DeadlyImportError("GLTF: Array index ", i, " is out of bounds (", mDict->Size(), ") for \"", mDictId, "\"");
|
||||||
}
|
}
|
||||||
|
|
||||||
Value &obj = (*mDict)[i];
|
Value &obj = (*mDict)[i];
|
||||||
|
|
||||||
if (!obj.IsObject()) {
|
if (!obj.IsObject()) {
|
||||||
throw DeadlyImportError("GLTF: Object at index \"", to_string(i), "\" is not a JSON object");
|
throw DeadlyImportError("GLTF: Object at index ", i, " in array \"", mDictId, "\" is not a JSON object");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mRecursiveReferenceCheck.find(i) != mRecursiveReferenceCheck.end()) {
|
if (mRecursiveReferenceCheck.find(i) != mRecursiveReferenceCheck.end()) {
|
||||||
throw DeadlyImportError("GLTF: Object at index \"", to_string(i), "\" has recursive reference to itself");
|
throw DeadlyImportError("GLTF: Object at index ", i, " in array \"", mDictId, "\" has recursive reference to itself");
|
||||||
}
|
}
|
||||||
mRecursiveReferenceCheck.insert(i);
|
mRecursiveReferenceCheck.insert(i);
|
||||||
|
|
||||||
|
@ -741,14 +745,6 @@ inline void CopyData(size_t count,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
inline std::string getContextForErrorMessages(const std::string& id, const std::string& name) {
|
|
||||||
std::string context = id;
|
|
||||||
if (!name.empty()) {
|
|
||||||
context += " (\"" + name + "\")";
|
|
||||||
}
|
|
||||||
return context;
|
|
||||||
}
|
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
template <class T>
|
template <class T>
|
||||||
|
@ -766,11 +762,12 @@ void Accessor::ExtractData(T *&outData) {
|
||||||
const size_t targetElemSize = sizeof(T);
|
const size_t targetElemSize = sizeof(T);
|
||||||
|
|
||||||
if (elemSize > targetElemSize) {
|
if (elemSize > targetElemSize) {
|
||||||
throw DeadlyImportError("GLTF: elemSize > targetElemSize");
|
throw DeadlyImportError("GLTF: elemSize ", elemSize, " > targetElemSize ", targetElemSize, " in ", getContextForErrorMessages(id, name));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (count*stride > (bufferView ? bufferView->byteLength : sparse->data.size())) {
|
const size_t maxSize = (bufferView ? bufferView->byteLength : sparse->data.size());
|
||||||
throw DeadlyImportError("GLTF: count*stride out of range");
|
if (count*stride > maxSize) {
|
||||||
|
throw DeadlyImportError("GLTF: count*stride ", (count * stride), " > maxSize ", maxSize, " in ", getContextForErrorMessages(id, name));
|
||||||
}
|
}
|
||||||
|
|
||||||
outData = new T[count];
|
outData = new T[count];
|
||||||
|
|
|
@ -918,7 +918,10 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
|
||||||
|
|
||||||
if (!node.meshes.empty()) {
|
if (!node.meshes.empty()) {
|
||||||
// GLTF files contain at most 1 mesh per node.
|
// GLTF files contain at most 1 mesh per node.
|
||||||
assert(node.meshes.size() == 1);
|
if (node.meshes.size() > 1)
|
||||||
|
{
|
||||||
|
throw DeadlyImportError("GLTF: Invalid input, found ", node.meshes.size(), " meshes in ", getContextForErrorMessages(node.id, node.name), ", but only 1 mesh per node allowed.");
|
||||||
|
}
|
||||||
int mesh_idx = node.meshes[0].GetIndex();
|
int mesh_idx = node.meshes[0].GetIndex();
|
||||||
int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
|
int count = meshOffsets[mesh_idx + 1] - meshOffsets[mesh_idx];
|
||||||
|
|
||||||
|
|
|
@ -1033,7 +1033,10 @@ ELSE()
|
||||||
INCLUDE_DIRECTORIES( "../contrib" )
|
INCLUDE_DIRECTORIES( "../contrib" )
|
||||||
INCLUDE_DIRECTORIES( "../contrib/pugixml/src" )
|
INCLUDE_DIRECTORIES( "../contrib/pugixml/src" )
|
||||||
ADD_DEFINITIONS( -DRAPIDJSON_HAS_STDSTRING=1 )
|
ADD_DEFINITIONS( -DRAPIDJSON_HAS_STDSTRING=1 )
|
||||||
ADD_DEFINITIONS( -DRAPIDJSON_NOMEMBERITERATORCLASS )
|
option( ASSIMP_RAPIDJSON_NO_MEMBER_ITERATOR "Suppress rapidjson warning on MSVC (NOTE: breaks android build)" ON )
|
||||||
|
if(ASSIMP_RAPIDJSON_NO_MEMBER_ITERATOR)
|
||||||
|
ADD_DEFINITIONS( -DRAPIDJSON_NOMEMBERITERATORCLASS )
|
||||||
|
endif()
|
||||||
ENDIF()
|
ENDIF()
|
||||||
|
|
||||||
# VC2010 fixes
|
# VC2010 fixes
|
||||||
|
|
|
@ -408,6 +408,45 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ... and copy all the morph targets for all the vertices which made it into the new submesh
|
||||||
|
if (pMesh->mNumAnimMeshes > 0) {
|
||||||
|
newMesh->mNumAnimMeshes = pMesh->mNumAnimMeshes;
|
||||||
|
newMesh->mAnimMeshes = new aiAnimMesh*[newMesh->mNumAnimMeshes];
|
||||||
|
|
||||||
|
for (unsigned int morphIdx = 0; morphIdx < newMesh->mNumAnimMeshes; ++morphIdx) {
|
||||||
|
aiAnimMesh* origTarget = pMesh->mAnimMeshes[morphIdx];
|
||||||
|
aiAnimMesh* newTarget = new aiAnimMesh;
|
||||||
|
newTarget->mName = origTarget->mName;
|
||||||
|
newTarget->mWeight = origTarget->mWeight;
|
||||||
|
newTarget->mNumVertices = numSubMeshVertices;
|
||||||
|
newTarget->mVertices = new aiVector3D[numSubMeshVertices];
|
||||||
|
newMesh->mAnimMeshes[morphIdx] = newTarget;
|
||||||
|
|
||||||
|
if (origTarget->HasNormals()) {
|
||||||
|
newTarget->mNormals = new aiVector3D[numSubMeshVertices];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (origTarget->HasTangentsAndBitangents()) {
|
||||||
|
newTarget->mTangents = new aiVector3D[numSubMeshVertices];
|
||||||
|
newTarget->mBitangents = new aiVector3D[numSubMeshVertices];
|
||||||
|
}
|
||||||
|
|
||||||
|
for( unsigned int vi = 0; vi < numSubMeshVertices; ++vi) {
|
||||||
|
// find the source vertex for it in the source mesh
|
||||||
|
unsigned int previousIndex = previousVertexIndices[vi];
|
||||||
|
newTarget->mVertices[vi] = origTarget->mVertices[previousIndex];
|
||||||
|
|
||||||
|
if (newTarget->HasNormals()) {
|
||||||
|
newTarget->mNormals[vi] = origTarget->mNormals[previousIndex];
|
||||||
|
}
|
||||||
|
if (newTarget->HasTangentsAndBitangents()) {
|
||||||
|
newTarget->mTangents[vi] = origTarget->mTangents[previousIndex];
|
||||||
|
newTarget->mBitangents[vi] = origTarget->mBitangents[previousIndex];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// I have the strange feeling that this will break apart at some point in time...
|
// I have the strange feeling that this will break apart at some point in time...
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue