Merge branch 'master' into obj-pbr-explicit
commit
d594e6eea4
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@ -238,6 +238,7 @@ void ObjFileMtlImporter::load() {
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case 'a': // Anisotropy
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{
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++m_DataIt;
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getFloatValue(m_pModel->m_pCurrentMaterial->anisotropy);
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m_DataIt = skipLine<DataArrayIt>(m_DataIt, m_DataItEnd, m_uiLine);
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} break;
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@ -42,23 +42,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
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#include "AssetLib/glTF2/glTF2Importer.h"
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#include "PostProcessing/MakeVerboseFormat.h"
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#include "AssetLib/glTF2/glTF2Asset.h"
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#include "PostProcessing/MakeVerboseFormat.h"
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#if !defined(ASSIMP_BUILD_NO_EXPORT)
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#include "AssetLib/glTF2/glTF2AssetWriter.h"
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#endif
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#include <assimp/CreateAnimMesh.h>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/StringComparison.h>
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#include <assimp/StringUtils.h>
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#include <assimp/ai_assert.h>
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#include <assimp/commonMetaData.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/commonMetaData.h>
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#include <assimp/DefaultIOSystem.h>
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#include <memory>
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#include <unordered_map>
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@ -186,7 +186,8 @@ static void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
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const ai_real rcos(cos(-transform.mRotation));
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const ai_real rsin(sin(-transform.mRotation));
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transform.mTranslation.x = (static_cast<ai_real>(0.5) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
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transform.mTranslation.y = ((static_cast<ai_real>( 0.5 ) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];;
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transform.mTranslation.y = ((static_cast<ai_real>(0.5) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];
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;
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mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
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}
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@ -259,7 +260,10 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_BASE_COLOR);
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// Keep AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE for backwards compatibility
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, aiTextureType_METALNESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, aiTextureType_DIFFUSE_ROUGHNESS);
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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_ROUGHNESS_FACTOR);
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@ -305,7 +309,6 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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aimat->AddProperty(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
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// KHR_materials_sheen
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if (mat.materialSheen.isPresent) {
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MaterialSheen &sheen = mat.materialSheen.value;
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@ -436,8 +439,7 @@ aiColor4D* GetVertexColorsForType(Ref<Accessor> input) {
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for (size_t i = 0; i < input->count; i++) {
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output[i] = aiColor4D(
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colors[i].r / max, colors[i].g / max,
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colors[i].b / max, colors[i].a / max
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);
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colors[i].b / max, colors[i].a / max);
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}
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delete[] colors;
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return output;
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@ -1068,8 +1070,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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if (!node.meshes.empty()) {
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// GLTF files contain at most 1 mesh per node.
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if (node.meshes.size() > 1)
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{
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if (node.meshes.size() > 1) {
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throw DeadlyImportError("GLTF: Invalid input, found ", node.meshes.size(),
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" meshes in ", getContextForErrorMessages(node.id, node.name),
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", but only 1 mesh per node allowed.");
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@ -78,6 +78,7 @@ SET( PUBLIC_HEADERS
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${HEADER_PATH}/matrix4x4.h
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${HEADER_PATH}/matrix4x4.inl
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${HEADER_PATH}/mesh.h
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${HEADER_PATH}/ObjMaterial.h
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${HEADER_PATH}/pbrmaterial.h
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${HEADER_PATH}/GltfMaterial.h
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${HEADER_PATH}/postprocess.h
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@ -90,12 +90,14 @@ void ArmaturePopulate::Execute(aiScene *out) {
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ai_assert(armature);
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#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
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// set up bone armature id
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bone->mArmature = armature;
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// set this bone node to be referenced properly
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ai_assert(bone_node);
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bone->mNode = bone_node;
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#endif
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}
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}
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@ -32,13 +32,13 @@ PROJECT_NAME = Assimp
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# This could be handy for archiving the generated documentation or
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# if some version control system is used.
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PROJECT_NUMBER = "v5.0.1. (December 2020)"
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PROJECT_NUMBER = "v5.2.2 (January 2022)"
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# Using the PROJECT_BRIEF tag one can provide an optional one line description
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# for a project that appears at the top of each page and should give viewer
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# a quick idea about the purpose of the project. Keep the description short.
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PROJECT_BRIEF =
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PROJECT_BRIEF = The Asset-Importer-Lib API documentation.
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# With the PROJECT_LOGO tag one can specify an logo or icon that is
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# included in the documentation. The maximum height of the logo should not
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@ -73,8 +73,7 @@ const char *TREE_STOP = TREE_STOP_UTF8;
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const char *TREE_CONTINUE = TREE_CONTINUE_UTF8;
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// -----------------------------------------------------------------------------------
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unsigned int CountNodes(const aiNode* root)
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{
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unsigned int CountNodes(const aiNode *root) {
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unsigned int i = 0;
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for (unsigned int a = 0; a < root->mNumChildren; ++a) {
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i += CountNodes(root->mChildren[a]);
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@ -83,8 +82,7 @@ unsigned int CountNodes(const aiNode* root)
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}
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// -----------------------------------------------------------------------------------
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unsigned int GetMaxDepth(const aiNode* root)
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{
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unsigned int GetMaxDepth(const aiNode *root) {
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < root->mNumChildren; ++i) {
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cnt = std::max(cnt, GetMaxDepth(root->mChildren[i]));
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@ -93,8 +91,7 @@ unsigned int GetMaxDepth(const aiNode* root)
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountVertices(const aiScene* scene)
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{
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unsigned int CountVertices(const aiScene *scene) {
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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cnt += scene->mMeshes[i]->mNumVertices;
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@ -103,8 +100,7 @@ unsigned int CountVertices(const aiScene* scene)
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountFaces(const aiScene* scene)
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{
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unsigned int CountFaces(const aiScene *scene) {
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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cnt += scene->mMeshes[i]->mNumFaces;
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@ -113,8 +109,7 @@ unsigned int CountFaces(const aiScene* scene)
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountBones(const aiScene* scene)
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{
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unsigned int CountBones(const aiScene *scene) {
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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cnt += scene->mMeshes[i]->mNumBones;
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@ -123,8 +118,7 @@ unsigned int CountBones(const aiScene* scene)
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountAnimChannels(const aiScene* scene)
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{
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unsigned int CountAnimChannels(const aiScene *scene) {
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
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cnt += scene->mAnimations[i]->mNumChannels;
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@ -143,8 +137,7 @@ unsigned int GetAvgVertsPerMesh(const aiScene* scene) {
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}
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// -----------------------------------------------------------------------------------
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void FindSpecialPoints(const aiScene* scene,const aiNode* root,aiVector3D special_points[3],const aiMatrix4x4& mat=aiMatrix4x4())
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{
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void FindSpecialPoints(const aiScene *scene, const aiNode *root, aiVector3D special_points[3], const aiMatrix4x4 &mat = aiMatrix4x4()) {
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// XXX that could be greatly simplified by using code from code/ProcessHelper.h
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// XXX I just don't want to include it here.
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const aiMatrix4x4 trafo = root->mTransformation * mat;
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@ -170,8 +163,7 @@ void FindSpecialPoints(const aiScene* scene,const aiNode* root,aiVector3D specia
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}
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// -----------------------------------------------------------------------------------
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void FindSpecialPoints(const aiScene* scene,aiVector3D special_points[3])
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{
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void FindSpecialPoints(const aiScene *scene, aiVector3D special_points[3]) {
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special_points[0] = aiVector3D(1e10, 1e10, 1e10);
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special_points[1] = aiVector3D(-1e10, -1e10, -1e10);
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@ -180,8 +172,7 @@ void FindSpecialPoints(const aiScene* scene,aiVector3D special_points[3])
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}
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// -----------------------------------------------------------------------------------
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std::string FindPTypes(const aiScene* scene)
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{
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std::string FindPTypes(const aiScene *scene) {
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bool haveit[4] = { 0 };
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes;
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@ -209,13 +200,17 @@ void PrintHierarchy(
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const std::string &indent,
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bool verbose,
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bool last = false,
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bool first = true
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){
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bool first = true) {
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// tree visualization
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std::string branchchar;
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if (first) { branchchar = ""; }
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else if (last) { branchchar = TREE_STOP; } // "'-"
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else { branchchar = TREE_BRANCH; } // "|-"
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if (first) {
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branchchar = "";
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} else if (last) {
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branchchar = TREE_STOP;
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} // "'-"
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else {
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branchchar = TREE_BRANCH;
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} // "|-"
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// print the indent and the branch character and the name
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std::cout << indent << branchchar << node->mName.C_Str();
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@ -226,7 +221,9 @@ void PrintHierarchy(
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bool sep = false;
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for (size_t i = 0; i < node->mNumMeshes; ++i) {
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unsigned int mesh_index = node->mMeshes[i];
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if (sep) { std::cout << ", "; }
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if (sep) {
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std::cout << ", ";
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}
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std::cout << mesh_index;
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sep = true;
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}
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@ -240,10 +237,16 @@ void PrintHierarchy(
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if (verbose) {
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// indent to use
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std::string indentadd;
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if (last) { indentadd += " "; }
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else { indentadd += TREE_CONTINUE; } // "| "..
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if (node->mNumChildren == 0) { indentadd += " "; }
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else { indentadd += TREE_CONTINUE; } // .."| "
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if (last) {
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indentadd += " ";
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} else {
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indentadd += TREE_CONTINUE;
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} // "| "..
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if (node->mNumChildren == 0) {
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indentadd += " ";
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} else {
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indentadd += TREE_CONTINUE;
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} // .."| "
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aiVector3D s, r, t;
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node->mTransformation.Decompose(s, r, t);
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if (s.x != 1.0 || s.y != 1.0 || s.z != 1.0) {
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@ -262,9 +265,13 @@ void PrintHierarchy(
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// and recurse
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std::string nextIndent;
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if (first) { nextIndent = indent; }
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else if (last) { nextIndent = indent + " "; }
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else { nextIndent = indent + TREE_CONTINUE; } // "| "
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if (first) {
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nextIndent = indent;
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} else if (last) {
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nextIndent = indent + " ";
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} else {
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nextIndent = indent + TREE_CONTINUE;
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} // "| "
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for (size_t i = 0; i < node->mNumChildren; ++i) {
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bool lastone = (i == node->mNumChildren - 1);
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PrintHierarchy(
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|
@ -272,8 +279,7 @@ void PrintHierarchy(
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nextIndent,
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verbose,
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lastone,
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false
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);
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false);
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}
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}
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|
@ -339,7 +345,6 @@ int Assimp_Info (const char* const* params, unsigned int num) {
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aiMemoryInfo mem;
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globalImporter->GetMemoryRequirements(mem);
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static const char *format_string =
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"Memory consumption: %i B\n"
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"Nodes: %i\n"
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|
@ -384,12 +389,9 @@ int Assimp_Info (const char* const* params, unsigned int num) {
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GetAvgVertsPerMesh(scene),
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special_points[0][0], special_points[0][1], special_points[0][2],
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special_points[1][0], special_points[1][1], special_points[1][2],
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special_points[2][0],special_points[2][1],special_points[2][2]
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)
|
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;
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special_points[2][0], special_points[2][1], special_points[2][2]);
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|
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if (silent)
|
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{
|
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if (silent) {
|
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printf("\n");
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return AssimpCmdError::Success;
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}
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|
@ -405,30 +407,49 @@ int Assimp_Info (const char* const* params, unsigned int num) {
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": [%d / %d / %d |",
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mesh->mNumVertices,
|
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mesh->mNumBones,
|
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mesh->mNumFaces
|
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);
|
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mesh->mNumFaces);
|
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const unsigned int ptypes = mesh->mPrimitiveTypes;
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if (ptypes & aiPrimitiveType_POINT) { printf(" point"); }
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if (ptypes & aiPrimitiveType_LINE) { printf(" line"); }
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if (ptypes & aiPrimitiveType_TRIANGLE) { printf(" triangle"); }
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if (ptypes & aiPrimitiveType_POLYGON) { printf(" polygon"); }
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if (ptypes & aiPrimitiveType_POINT) {
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printf(" point");
|
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}
|
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if (ptypes & aiPrimitiveType_LINE) {
|
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printf(" line");
|
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}
|
||||
if (ptypes & aiPrimitiveType_TRIANGLE) {
|
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printf(" triangle");
|
||||
}
|
||||
if (ptypes & aiPrimitiveType_POLYGON) {
|
||||
printf(" polygon");
|
||||
}
|
||||
printf("]\n");
|
||||
}
|
||||
|
||||
// materials
|
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unsigned int total=0;
|
||||
if (scene->mNumMaterials)
|
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printf("\nNamed Materials:");
|
||||
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
|
||||
aiString name;
|
||||
if (AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i],AI_MATKEY_NAME,&name)) {
|
||||
printf("%s\n \'%s\'",(total++?"":"\nNamed Materials:" ),name.data);
|
||||
const aiMaterial *mat = scene->mMaterials[i];
|
||||
aiString name = mat->GetName();
|
||||
printf("\n \'%s\'", name.data);
|
||||
if (mat->mNumProperties)
|
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printf(" (prop) [index / bytes | texture semantic]");
|
||||
for (unsigned p = 0; p < mat->mNumProperties; p++) {
|
||||
const aiMaterialProperty *prop = mat->mProperties[p];
|
||||
const aiTextureType textype = static_cast<aiTextureType>(prop->mSemantic);
|
||||
printf("\n %d (%s): [%d / %d | %s]",
|
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p,
|
||||
prop->mKey.data,
|
||||
prop->mIndex,
|
||||
prop->mDataLength,
|
||||
TextureTypeToString(textype));
|
||||
}
|
||||
}
|
||||
if(total) {
|
||||
if (scene->mNumMaterials) {
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
// textures
|
||||
total=0;
|
||||
unsigned int total = 0;
|
||||
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
|
||||
aiString name;
|
||||
static const aiTextureType types[] = {
|
||||
|
@ -454,7 +475,8 @@ int Assimp_Info (const char* const* params, unsigned int num) {
|
|||
};
|
||||
for (unsigned int type = 0; type < sizeof(types) / sizeof(types[0]); ++type) {
|
||||
for (unsigned int idx = 0; AI_SUCCESS == aiGetMaterialString(scene->mMaterials[i],
|
||||
AI_MATKEY_TEXTURE(types[type],idx),&name); ++idx) {
|
||||
AI_MATKEY_TEXTURE(types[type], idx), &name);
|
||||
++idx) {
|
||||
printf("%s\n \'%s\'", (total++ ? "" : "\nTexture Refs:"), name.data);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue