Merge branch 'master' into ETC_Inc

pull/2303/head
RichardTea 2019-02-20 16:58:41 +00:00 committed by GitHub
commit c1c42023fa
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8 changed files with 80 additions and 34 deletions

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@ -15,8 +15,8 @@ matrix:
image: image:
- Visual Studio 2013 - Visual Studio 2013
- Visual Studio 2015 # - Visual Studio 2015
- Visual Studio 2017 # - Visual Studio 2017
platform: platform:
- Win32 - Win32

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@ -249,13 +249,14 @@ void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
// Reads a new chunk from the file // Reads a new chunk from the file
void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut) void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut)
{ {
ai_assert(pcOut != NULL); ai_assert(pcOut != nullptr);
pcOut->Flag = stream->GetI2(); pcOut->Flag = stream->GetI2();
pcOut->Size = stream->GetI4(); pcOut->Size = stream->GetI4();
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize()) if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize()) {
throw DeadlyImportError("Chunk is too large"); throw DeadlyImportError("Chunk is too large");
}
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit()) { if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit()) {
ASSIMP_LOG_ERROR("3DS: Chunk overflow"); ASSIMP_LOG_ERROR("3DS: Chunk overflow");
@ -1343,15 +1344,16 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Read a percentage chunk // Read a percentage chunk
ai_real Discreet3DSImporter::ParsePercentageChunk() ai_real Discreet3DSImporter::ParsePercentageChunk() {
{
Discreet3DS::Chunk chunk; Discreet3DS::Chunk chunk;
ReadChunk(&chunk); ReadChunk(&chunk);
if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag) if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag) {
return stream->GetF4(); return stream->GetF4() * ai_real(100) / ai_real(0xFFFF);
else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag) } else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag) {
return (ai_real)((uint16_t)stream->GetI2()) / (ai_real)0xFFFF; return (ai_real)((uint16_t)stream->GetI2()) / (ai_real)0xFFFF;
}
return get_qnan(); return get_qnan();
} }

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@ -47,6 +47,11 @@
cmake_minimum_required( VERSION 2.6 ) cmake_minimum_required( VERSION 2.6 )
SET( HEADER_PATH ../include/assimp ) SET( HEADER_PATH ../include/assimp )
if(NOT ANDROID AND ASSIMP_ANDROID_JNIIOSYSTEM)
message(WARNING "Requesting Android JNI I/O-System in non-Android toolchain. Resetting ASSIMP_ANDROID_JNIIOSYSTEM to OFF.")
set(ASSIMP_ANDROID_JNIIOSYSTEM OFF)
endif(NOT ANDROID AND ASSIMP_ANDROID_JNIIOSYSTEM)
SET( COMPILER_HEADERS SET( COMPILER_HEADERS
${HEADER_PATH}/Compiler/pushpack1.h ${HEADER_PATH}/Compiler/pushpack1.h
${HEADER_PATH}/Compiler/poppack1.h ${HEADER_PATH}/Compiler/poppack1.h
@ -932,11 +937,11 @@ TARGET_INCLUDE_DIRECTORIES ( assimp PUBLIC
TARGET_LINK_LIBRARIES(assimp ${ZLIB_LIBRARIES} ${OPENDDL_PARSER_LIBRARIES} ${IRRXML_LIBRARY} ) TARGET_LINK_LIBRARIES(assimp ${ZLIB_LIBRARIES} ${OPENDDL_PARSER_LIBRARIES} ${IRRXML_LIBRARY} )
if(ANDROID AND ASSIMP_ANDROID_JNIIOSYSTEM) if(ASSIMP_ANDROID_JNIIOSYSTEM)
set(ASSIMP_ANDROID_JNIIOSYSTEM_PATH port/AndroidJNI) set(ASSIMP_ANDROID_JNIIOSYSTEM_PATH port/AndroidJNI)
add_subdirectory(../${ASSIMP_ANDROID_JNIIOSYSTEM_PATH}/ ../${ASSIMP_ANDROID_JNIIOSYSTEM_PATH}/) add_subdirectory(../${ASSIMP_ANDROID_JNIIOSYSTEM_PATH}/ ../${ASSIMP_ANDROID_JNIIOSYSTEM_PATH}/)
target_link_libraries(assimp android_jniiosystem) target_link_libraries(assimp android_jniiosystem)
endif(ANDROID AND ASSIMP_ANDROID_JNIIOSYSTEM) endif(ASSIMP_ANDROID_JNIIOSYSTEM)
IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER) IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
TARGET_LINK_LIBRARIES(assimp optimized ${C4D_RELEASE_LIBRARIES}) TARGET_LINK_LIBRARIES(assimp optimized ${C4D_RELEASE_LIBRARIES})

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@ -109,13 +109,13 @@ ColladaLoader::~ColladaLoader() {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. // Returns whether the class can handle the format of the given file.
bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
{
// check file extension // check file extension
std::string extension = GetExtension(pFile); std::string extension = GetExtension(pFile);
if( extension == "dae") if (extension == "dae") {
return true; return true;
}
// XML - too generic, we need to open the file and search for typical keywords // XML - too generic, we need to open the file and search for typical keywords
if( extension == "xml" || !extension.length() || checkSig) { if( extension == "xml" || !extension.length() || checkSig) {
@ -123,10 +123,13 @@ bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, boo
* support a specific file extension in general pIOHandler * support a specific file extension in general pIOHandler
* might be NULL and it's our duty to return true here. * might be NULL and it's our duty to return true here.
*/ */
if (!pIOHandler)return true; if (!pIOHandler) {
return true;
}
const char* tokens[] = {"<collada"}; const char* tokens[] = {"<collada"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
} }
return false; return false;
} }
@ -147,8 +150,7 @@ const aiImporterDesc* ColladaLoader::GetInfo () const
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. // Imports the given file into the given scene structure.
void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
{
mFileName = pFile; mFileName = pFile;
// clean all member arrays - just for safety, it should work even if we did not // clean all member arrays - just for safety, it should work even if we did not
@ -184,7 +186,7 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
// ... then fill the materials with the now adjusted settings // ... then fill the materials with the now adjusted settings
FillMaterials(parser, pScene); FillMaterials(parser, pScene);
// Apply unitsize scale calculation // Apply unit-size scale calculation
pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0, pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
0, parser.mUnitSize, 0, 0, 0, parser.mUnitSize, 0, 0,
0, 0, parser.mUnitSize, 0, 0, 0, parser.mUnitSize, 0,

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@ -390,9 +390,18 @@ namespace Assimp {
out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight(); out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
//cameras are defined along positive x direction //cameras are defined along positive x direction
out_camera->mPosition = cam.Position(); /*out_camera->mPosition = cam.Position();
out_camera->mLookAt = (cam.InterestPosition() - out_camera->mPosition).Normalize(); out_camera->mLookAt = (cam.InterestPosition() - out_camera->mPosition).Normalize();
out_camera->mUp = cam.UpVector(); out_camera->mUp = cam.UpVector();*/
out_camera->mPosition = aiVector3D(0.0f);
out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
out_camera->mClipPlaneNear = cam.NearPlane();
out_camera->mClipPlaneFar = cam.FarPlane();
out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView()); out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
out_camera->mClipPlaneNear = cam.NearPlane(); out_camera->mClipPlaneNear = cam.NearPlane();
@ -1291,8 +1300,7 @@ namespace Assimp {
unsigned int cursor = 0, in_cursor = 0; unsigned int cursor = 0, in_cursor = 0;
itf = faces.begin(); itf = faces.begin();
for (MatIndexArray::const_iterator it = mindices.begin(), for (MatIndexArray::const_iterator it = mindices.begin(), end = mindices.end(); it != end; ++it, ++itf)
end = mindices.end(); it != end; ++it, ++itf)
{ {
const unsigned int pcount = *itf; const unsigned int pcount = *itf;
if ((*it) != index) { if ((*it) != index) {

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@ -60,11 +60,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/importerdesc.h> #include <assimp/importerdesc.h>
namespace Assimp { namespace Assimp {
template<> const char* LogFunctions<FBXImporter>::Prefix()
{ template<>
static auto prefix = "FBX: "; const char* LogFunctions<FBXImporter>::Prefix() {
return prefix; static auto prefix = "FBX: ";
} return prefix;
}
} }
using namespace Assimp; using namespace Assimp;
@ -72,6 +74,7 @@ using namespace Assimp::Formatter;
using namespace Assimp::FBX; using namespace Assimp::FBX;
namespace { namespace {
static const aiImporterDesc desc = { static const aiImporterDesc desc = {
"Autodesk FBX Importer", "Autodesk FBX Importer",
"", "",

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@ -0,0 +1,17 @@
ply
format ascii 1.0
element vertex 4
property float x
property float y
property float z
property uchar red
property uchar green
property uchar blue
property float nx
property float ny
property float nz
end_header
0.0 0.0 0.0 255 255 255 0.0 1.0 0.0
0.0 0.0 1.0 255 0 255 0.0 0.0 1.0
0.0 1.0 0.0 255 255 0 1.0 0.0 0.0
0.0 1.0 1.0 0 255 255 1.0 1.0 0.0

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@ -508,19 +508,28 @@ int CreateAssetData()
unsigned int nidx; unsigned int nidx;
switch (mesh->mPrimitiveTypes) { switch (mesh->mPrimitiveTypes) {
case aiPrimitiveType_POINT: case aiPrimitiveType_POINT:
nidx = 1;break; nidx = 1;
break;
case aiPrimitiveType_LINE: case aiPrimitiveType_LINE:
nidx = 2;break; nidx = 2;
break;
case aiPrimitiveType_TRIANGLE: case aiPrimitiveType_TRIANGLE:
nidx = 3;break; nidx = 3;
default: ai_assert(false); break;
default:
ai_assert(false);
break;
}; };
unsigned int numIndices = mesh->mNumFaces * 3;
if (0 == numIndices && nidx == 1) {
numIndices = mesh->mNumVertices;
}
// check whether we can use 16 bit indices // check whether we can use 16 bit indices
if (mesh->mNumFaces * 3 >= 65536) { if (numIndices >= 65536) {
// create 32 bit index buffer // create 32 bit index buffer
if(FAILED( g_piDevice->CreateIndexBuffer( 4 * if(FAILED( g_piDevice->CreateIndexBuffer( 4 *
mesh->mNumFaces * nidx, numIndices,
D3DUSAGE_WRITEONLY | dwUsage, D3DUSAGE_WRITEONLY | dwUsage,
D3DFMT_INDEX32, D3DFMT_INDEX32,
D3DPOOL_DEFAULT, D3DPOOL_DEFAULT,
@ -546,7 +555,7 @@ int CreateAssetData()
else { else {
// create 16 bit index buffer // create 16 bit index buffer
if(FAILED( g_piDevice->CreateIndexBuffer( 2 * if(FAILED( g_piDevice->CreateIndexBuffer( 2 *
mesh->mNumFaces * nidx, numIndices,
D3DUSAGE_WRITEONLY | dwUsage, D3DUSAGE_WRITEONLY | dwUsage,
D3DFMT_INDEX16, D3DFMT_INDEX16,
D3DPOOL_DEFAULT, D3DPOOL_DEFAULT,