Merge branch 'master' into obj-pbr-explicit

pull/4440/head
Kim Kulling 2022-03-15 14:30:24 +01:00 committed by GitHub
commit d594e6eea4
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 563 additions and 536 deletions

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@ -238,6 +238,7 @@ void ObjFileMtlImporter::load() {
case 'a': // Anisotropy
{
++m_DataIt;
getFloatValue(m_pModel->m_pCurrentMaterial->anisotropy);
m_DataIt = skipLine<DataArrayIt>(m_DataIt, m_DataItEnd, m_uiLine);
} break;

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@ -42,23 +42,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if !defined(ASSIMP_BUILD_NO_GLTF_IMPORTER) && !defined(ASSIMP_BUILD_NO_GLTF2_IMPORTER)
#include "AssetLib/glTF2/glTF2Importer.h"
#include "PostProcessing/MakeVerboseFormat.h"
#include "AssetLib/glTF2/glTF2Asset.h"
#include "PostProcessing/MakeVerboseFormat.h"
#if !defined(ASSIMP_BUILD_NO_EXPORT)
#include "AssetLib/glTF2/glTF2AssetWriter.h"
#endif
#include <assimp/CreateAnimMesh.h>
#include <assimp/DefaultIOSystem.h>
#include <assimp/StringComparison.h>
#include <assimp/StringUtils.h>
#include <assimp/ai_assert.h>
#include <assimp/commonMetaData.h>
#include <assimp/importerdesc.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <assimp/commonMetaData.h>
#include <assimp/DefaultIOSystem.h>
#include <memory>
#include <unordered_map>
@ -111,7 +111,7 @@ const aiImporterDesc *glTF2Importer::GetInfo() const {
return &desc;
}
bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig ) const {
bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig) const {
const std::string extension = GetExtension(filename);
if (!checkSig && (extension != "gltf") && (extension != "glb")) {
return false;
@ -185,8 +185,9 @@ static void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
// coordinate of the actual meshes during import.
const ai_real rcos(cos(-transform.mRotation));
const ai_real rsin(sin(-transform.mRotation));
transform.mTranslation.x = (static_cast<ai_real>( 0.5 ) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = ((static_cast<ai_real>( 0.5 ) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];;
transform.mTranslation.x = (static_cast<ai_real>(0.5) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = ((static_cast<ai_real>(0.5) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];
;
mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
}
@ -259,7 +260,10 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_BASE_COLOR);
// Keep AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE for backwards compatibility
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, aiTextureType_METALNESS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, aiTextureType_DIFFUSE_ROUGHNESS);
aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_METALLIC_FACTOR);
aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_ROUGHNESS_FACTOR);
@ -305,7 +309,6 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
aimat->AddProperty(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
// KHR_materials_sheen
if (mat.materialSheen.isPresent) {
MaterialSheen &sheen = mat.materialSheen.value;
@ -378,7 +381,7 @@ void glTF2Importer::ImportMaterials(Asset &r) {
}
}
static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, unsigned int a) {
static inline void SetFaceAndAdvance1(aiFace *&face, unsigned int numVertices, unsigned int a) {
if (a >= numVertices) {
return;
}
@ -388,7 +391,7 @@ static inline void SetFaceAndAdvance1(aiFace*& face, unsigned int numVertices, u
++face;
}
static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices,
static inline void SetFaceAndAdvance2(aiFace *&face, unsigned int numVertices,
unsigned int a, unsigned int b) {
if ((a >= numVertices) || (b >= numVertices)) {
return;
@ -400,7 +403,7 @@ static inline void SetFaceAndAdvance2(aiFace*& face, unsigned int numVertices,
++face;
}
static inline void SetFaceAndAdvance3(aiFace*& face, unsigned int numVertices, unsigned int a,
static inline void SetFaceAndAdvance3(aiFace *&face, unsigned int numVertices, unsigned int a,
unsigned int b, unsigned int c) {
if ((a >= numVertices) || (b >= numVertices) || (c >= numVertices)) {
return;
@ -427,17 +430,16 @@ static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsign
}
#endif // ASSIMP_BUILD_DEBUG
template<typename T>
aiColor4D* GetVertexColorsForType(Ref<Accessor> input) {
template <typename T>
aiColor4D *GetVertexColorsForType(Ref<Accessor> input) {
constexpr float max = std::numeric_limits<T>::max();
aiColor4t<T>* colors;
aiColor4t<T> *colors;
input->ExtractData(colors);
auto output = new aiColor4D[input->count];
for (size_t i = 0; i < input->count; i++) {
output[i] = aiColor4D(
colors[i].r / max, colors[i].g / max,
colors[i].b / max, colors[i].a / max
);
colors[i].b / max, colors[i].a / max);
}
delete[] colors;
return output;
@ -1021,7 +1023,7 @@ void ParseExtensions(aiMetadata *metadata, const CustomExtension &extension) {
metadata->Add(extension.name, extension.mBoolValue.value);
} else if (extension.mValues.isPresent) {
aiMetadata val;
for (auto const & subExtension : extension.mValues.value) {
for (auto const &subExtension : extension.mValues.value) {
ParseExtensions(&val, subExtension);
}
metadata->Add(extension.name, val);
@ -1030,7 +1032,7 @@ void ParseExtensions(aiMetadata *metadata, const CustomExtension &extension) {
void ParseExtras(aiMetadata *metadata, const CustomExtension &extension) {
if (extension.mValues.isPresent) {
for (auto const & subExtension : extension.mValues.value) {
for (auto const &subExtension : extension.mValues.value) {
ParseExtensions(metadata, subExtension);
}
}
@ -1068,8 +1070,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
if (!node.meshes.empty()) {
// GLTF files contain at most 1 mesh per node.
if (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.");
@ -1083,7 +1084,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
if (node.skin) {
for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo];
unsigned int numBones =static_cast<unsigned int>(node.skin->jointNames.size());
unsigned int numBones = static_cast<unsigned int>(node.skin->jointNames.size());
std::vector<std::vector<aiVertexWeight>> weighting(numBones);
BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
@ -1222,7 +1223,7 @@ struct AnimationSamplers {
Animation::Sampler *weight;
};
aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
aiNodeAnim *CreateNodeAnim(glTF2::Asset &, Node &node, AnimationSamplers &samplers) {
aiNodeAnim *anim = new aiNodeAnim();
try {
@ -1313,7 +1314,7 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
}
}
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset &, Node &node, AnimationSamplers &samplers) {
auto *anim = new aiMeshMorphAnim();
try {
@ -1366,7 +1367,7 @@ std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &an
continue;
}
auto& animsampler = anim.samplers[channel.sampler];
auto &animsampler = anim.samplers[channel.sampler];
if (!animsampler.input) {
ASSIMP_LOG_WARN("Animation ", anim.name, ": Missing sampler input. Skipping.");
@ -1555,9 +1556,9 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
if (ext) {
if (strcmp(ext, "jpeg") == 0) {
ext = "jpg";
} else if(strcmp(ext, "ktx2") == 0) { //basisu: ktx remains
} else if (strcmp(ext, "ktx2") == 0) { //basisu: ktx remains
ext = "kx2";
} else if(strcmp(ext, "basis") == 0) { //basisu
} else if (strcmp(ext, "basis") == 0) { //basisu
ext = "bu";
}
@ -1570,7 +1571,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
}
}
void glTF2Importer::ImportCommonMetadata(glTF2::Asset& a) {
void glTF2Importer::ImportCommonMetadata(glTF2::Asset &a) {
ASSIMP_LOG_DEBUG("Importing metadata");
ai_assert(mScene->mMetaData == nullptr);
const bool hasVersion = !a.asset.version.empty();
@ -1604,7 +1605,7 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
this->mScene = pScene;
// read the asset file
glTF2::Asset asset(pIOHandler, static_cast<rapidjson::IRemoteSchemaDocumentProvider*>(mSchemaDocumentProvider));
glTF2::Asset asset(pIOHandler, static_cast<rapidjson::IRemoteSchemaDocumentProvider *>(mSchemaDocumentProvider));
asset.Load(pFile, GetExtension(pFile) == "glb");
if (asset.scene) {
pScene->mName = asset.scene->name;
@ -1631,7 +1632,7 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
}
void glTF2Importer::SetupProperties(const Importer *pImp) {
mSchemaDocumentProvider = static_cast<rapidjson::IRemoteSchemaDocumentProvider*>(pImp->GetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER));
mSchemaDocumentProvider = static_cast<rapidjson::IRemoteSchemaDocumentProvider *>(pImp->GetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER));
}
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER

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@ -78,6 +78,7 @@ SET( PUBLIC_HEADERS
${HEADER_PATH}/matrix4x4.h
${HEADER_PATH}/matrix4x4.inl
${HEADER_PATH}/mesh.h
${HEADER_PATH}/ObjMaterial.h
${HEADER_PATH}/pbrmaterial.h
${HEADER_PATH}/GltfMaterial.h
${HEADER_PATH}/postprocess.h

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@ -90,12 +90,14 @@ void ArmaturePopulate::Execute(aiScene *out) {
ai_assert(armature);
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
// set up bone armature id
bone->mArmature = armature;
// set this bone node to be referenced properly
ai_assert(bone_node);
bone->mNode = bone_node;
#endif
}
}

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@ -32,13 +32,13 @@ PROJECT_NAME = Assimp
# This could be handy for archiving the generated documentation or
# if some version control system is used.
PROJECT_NUMBER = "v5.0.1. (December 2020)"
PROJECT_NUMBER = "v5.2.2 (January 2022)"
# Using the PROJECT_BRIEF tag one can provide an optional one line description
# for a project that appears at the top of each page and should give viewer
# a quick idea about the purpose of the project. Keep the description short.
PROJECT_BRIEF =
PROJECT_BRIEF = The Asset-Importer-Lib API documentation.
# With the PROJECT_LOGO tag one can specify an logo or icon that is
# included in the documentation. The maximum height of the logo should not

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@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <iostream>
#include <string>
const char* AICMD_MSG_INFO_HELP_E =
const char *AICMD_MSG_INFO_HELP_E =
"assimp info <file> [-r] [-v]\n"
"\tPrint basic structure of a 3D model\n"
"\t-r,--raw: No postprocessing, do a raw import\n"
@ -73,149 +73,144 @@ const char *TREE_STOP = TREE_STOP_UTF8;
const char *TREE_CONTINUE = TREE_CONTINUE_UTF8;
// -----------------------------------------------------------------------------------
unsigned int CountNodes(const aiNode* root)
{
unsigned int CountNodes(const aiNode *root) {
unsigned int i = 0;
for (unsigned int a = 0; a < root->mNumChildren; ++a ) {
for (unsigned int a = 0; a < root->mNumChildren; ++a) {
i += CountNodes(root->mChildren[a]);
}
return 1+i;
return 1 + i;
}
// -----------------------------------------------------------------------------------
unsigned int GetMaxDepth(const aiNode* root)
{
unsigned int GetMaxDepth(const aiNode *root) {
unsigned int cnt = 0;
for (unsigned int i = 0; i < root->mNumChildren; ++i ) {
cnt = std::max(cnt,GetMaxDepth(root->mChildren[i]));
for (unsigned int i = 0; i < root->mNumChildren; ++i) {
cnt = std::max(cnt, GetMaxDepth(root->mChildren[i]));
}
return cnt+1;
return cnt + 1;
}
// -----------------------------------------------------------------------------------
unsigned int CountVertices(const aiScene* scene)
{
unsigned int CountVertices(const aiScene *scene) {
unsigned int cnt = 0;
for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
cnt += scene->mMeshes[i]->mNumVertices;
}
return cnt;
}
// -----------------------------------------------------------------------------------
unsigned int CountFaces(const aiScene* scene)
{
unsigned int CountFaces(const aiScene *scene) {
unsigned int cnt = 0;
for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
cnt += scene->mMeshes[i]->mNumFaces;
}
return cnt;
}
// -----------------------------------------------------------------------------------
unsigned int CountBones(const aiScene* scene)
{
unsigned int CountBones(const aiScene *scene) {
unsigned int cnt = 0;
for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
cnt += scene->mMeshes[i]->mNumBones;
}
return cnt;
}
// -----------------------------------------------------------------------------------
unsigned int CountAnimChannels(const aiScene* scene)
{
unsigned int CountAnimChannels(const aiScene *scene) {
unsigned int cnt = 0;
for(unsigned int i = 0; i < scene->mNumAnimations; ++i) {
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
cnt += scene->mAnimations[i]->mNumChannels;
}
return cnt;
}
// -----------------------------------------------------------------------------------
unsigned int GetAvgFacePerMesh(const aiScene* scene) {
return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountFaces(scene)/scene->mNumMeshes) : 0;
unsigned int GetAvgFacePerMesh(const aiScene *scene) {
return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountFaces(scene) / scene->mNumMeshes) : 0;
}
// -----------------------------------------------------------------------------------
unsigned int GetAvgVertsPerMesh(const aiScene* scene) {
return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountVertices(scene)/scene->mNumMeshes) : 0;
unsigned int GetAvgVertsPerMesh(const aiScene *scene) {
return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountVertices(scene) / scene->mNumMeshes) : 0;
}
// -----------------------------------------------------------------------------------
void FindSpecialPoints(const aiScene* scene,const aiNode* root,aiVector3D special_points[3],const aiMatrix4x4& mat=aiMatrix4x4())
{
void FindSpecialPoints(const aiScene *scene, const aiNode *root, aiVector3D special_points[3], const aiMatrix4x4 &mat = aiMatrix4x4()) {
// XXX that could be greatly simplified by using code from code/ProcessHelper.h
// XXX I just don't want to include it here.
const aiMatrix4x4 trafo = root->mTransformation*mat;
for(unsigned int i = 0; i < root->mNumMeshes; ++i) {
const aiMesh* mesh = scene->mMeshes[root->mMeshes[i]];
const aiMatrix4x4 trafo = root->mTransformation * mat;
for (unsigned int i = 0; i < root->mNumMeshes; ++i) {
const aiMesh *mesh = scene->mMeshes[root->mMeshes[i]];
for(unsigned int a = 0; a < mesh->mNumVertices; ++a) {
aiVector3D v = trafo*mesh->mVertices[a];
for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
aiVector3D v = trafo * mesh->mVertices[a];
special_points[0].x = std::min(special_points[0].x,v.x);
special_points[0].y = std::min(special_points[0].y,v.y);
special_points[0].z = std::min(special_points[0].z,v.z);
special_points[0].x = std::min(special_points[0].x, v.x);
special_points[0].y = std::min(special_points[0].y, v.y);
special_points[0].z = std::min(special_points[0].z, v.z);
special_points[1].x = std::max(special_points[1].x,v.x);
special_points[1].y = std::max(special_points[1].y,v.y);
special_points[1].z = std::max(special_points[1].z,v.z);
special_points[1].x = std::max(special_points[1].x, v.x);
special_points[1].y = std::max(special_points[1].y, v.y);
special_points[1].z = std::max(special_points[1].z, v.z);
}
}
for(unsigned int i = 0; i < root->mNumChildren; ++i) {
FindSpecialPoints(scene,root->mChildren[i],special_points,trafo);
for (unsigned int i = 0; i < root->mNumChildren; ++i) {
FindSpecialPoints(scene, root->mChildren[i], special_points, trafo);
}
}
// -----------------------------------------------------------------------------------
void FindSpecialPoints(const aiScene* scene,aiVector3D special_points[3])
{
special_points[0] = aiVector3D(1e10,1e10,1e10);
special_points[1] = aiVector3D(-1e10,-1e10,-1e10);
void FindSpecialPoints(const aiScene *scene, aiVector3D special_points[3]) {
special_points[0] = aiVector3D(1e10, 1e10, 1e10);
special_points[1] = aiVector3D(-1e10, -1e10, -1e10);
FindSpecialPoints(scene,scene->mRootNode,special_points);
special_points[2] = (special_points[0]+special_points[1])*(ai_real)0.5;
FindSpecialPoints(scene, scene->mRootNode, special_points);
special_points[2] = (special_points[0] + special_points[1]) * (ai_real)0.5;
}
// -----------------------------------------------------------------------------------
std::string FindPTypes(const aiScene* scene)
{
bool haveit[4] = {0};
for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
std::string FindPTypes(const aiScene *scene) {
bool haveit[4] = { 0 };
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes;
if (pt & aiPrimitiveType_POINT) {
haveit[0]=true;
haveit[0] = true;
}
if (pt & aiPrimitiveType_LINE) {
haveit[1]=true;
haveit[1] = true;
}
if (pt & aiPrimitiveType_TRIANGLE) {
haveit[2]=true;
haveit[2] = true;
}
if (pt & aiPrimitiveType_POLYGON) {
haveit[3]=true;
haveit[3] = true;
}
}
return (haveit[0]?std::string("points"):"")+(haveit[1]?"lines":"")+
(haveit[2]?"triangles":"")+(haveit[3]?"n-polygons":"");
return (haveit[0] ? std::string("points") : "") + (haveit[1] ? "lines" : "") +
(haveit[2] ? "triangles" : "") + (haveit[3] ? "n-polygons" : "");
}
// -----------------------------------------------------------------------------------
// Prettily print the node graph to stdout
void PrintHierarchy(
const aiNode* node,
const aiNode *node,
const std::string &indent,
bool verbose,
bool last = false,
bool first = true
){
bool first = true) {
// tree visualization
std::string branchchar;
if (first) { branchchar = ""; }
else if (last) { branchchar = TREE_STOP; } // "'-"
else { branchchar = TREE_BRANCH; } // "|-"
if (first) {
branchchar = "";
} else if (last) {
branchchar = TREE_STOP;
} // "'-"
else {
branchchar = TREE_BRANCH;
} // "|-"
// print the indent and the branch character and the name
std::cout << indent << branchchar << node->mName.C_Str();
@ -224,9 +219,11 @@ void PrintHierarchy(
if (node->mNumMeshes) {
std::cout << " (mesh ";
bool sep = false;
for (size_t i=0; i < node->mNumMeshes; ++i) {
for (size_t i = 0; i < node->mNumMeshes; ++i) {
unsigned int mesh_index = node->mMeshes[i];
if (sep) { std::cout << ", "; }
if (sep) {
std::cout << ", ";
}
std::cout << mesh_index;
sep = true;
}
@ -240,10 +237,16 @@ void PrintHierarchy(
if (verbose) {
// indent to use
std::string indentadd;
if (last) { indentadd += " "; }
else { indentadd += TREE_CONTINUE; } // "| "..
if (node->mNumChildren == 0) { indentadd += " "; }
else { indentadd += TREE_CONTINUE; } // .."| "
if (last) {
indentadd += " ";
} else {
indentadd += TREE_CONTINUE;
} // "| "..
if (node->mNumChildren == 0) {
indentadd += " ";
} else {
indentadd += TREE_CONTINUE;
} // .."| "
aiVector3D s, r, t;
node->mTransformation.Decompose(s, r, t);
if (s.x != 1.0 || s.y != 1.0 || s.z != 1.0) {
@ -262,9 +265,13 @@ void PrintHierarchy(
// and recurse
std::string nextIndent;
if (first) { nextIndent = indent; }
else if (last) { nextIndent = indent + " "; }
else { nextIndent = indent + TREE_CONTINUE; } // "| "
if (first) {
nextIndent = indent;
} else if (last) {
nextIndent = indent + " ";
} else {
nextIndent = indent + TREE_CONTINUE;
} // "| "
for (size_t i = 0; i < node->mNumChildren; ++i) {
bool lastone = (i == node->mNumChildren - 1);
PrintHierarchy(
@ -272,17 +279,16 @@ void PrintHierarchy(
nextIndent,
verbose,
lastone,
false
);
false);
}
}
// -----------------------------------------------------------------------------------
// Implementation of the assimp info utility to print basic file info
int Assimp_Info (const char* const* params, unsigned int num) {
int Assimp_Info(const char *const *params, unsigned int num) {
// --help
if (!strcmp( params[0],"-h")||!strcmp( params[0],"--help")||!strcmp( params[0],"-?") ) {
printf("%s",AICMD_MSG_INFO_HELP_E);
if (!strcmp(params[0], "-h") || !strcmp(params[0], "--help") || !strcmp(params[0], "-?")) {
printf("%s", AICMD_MSG_INFO_HELP_E);
return AssimpCmdError::Success;
}
@ -299,11 +305,11 @@ int Assimp_Info (const char* const* params, unsigned int num) {
bool raw = false;
bool verbose = false;
bool silent = false;
for(unsigned int i = 1; i < num; ++i) {
if (!strcmp(params[i],"--raw")||!strcmp(params[i],"-r")) {
for (unsigned int i = 1; i < num; ++i) {
if (!strcmp(params[i], "--raw") || !strcmp(params[i], "-r")) {
raw = true;
}
if (!strcmp(params[i],"--verbose")||!strcmp(params[i],"-v")) {
if (!strcmp(params[i], "--verbose") || !strcmp(params[i], "-v")) {
verbose = true;
}
if (!strcmp(params[i], "--silent") || !strcmp(params[i], "-s")) {
@ -312,7 +318,7 @@ int Assimp_Info (const char* const* params, unsigned int num) {
}
// Verbose and silent at the same time are not allowed
if ( verbose && silent ) {
if (verbose && silent) {
printf("assimp info: Invalid arguments, verbose and silent at the same time are forbidden. ");
return AssimpCmdInfoError::InvalidCombinaisonOfArguments;
}
@ -324,12 +330,12 @@ int Assimp_Info (const char* const* params, unsigned int num) {
ProcessStandardArguments(import, params + 1, num - 1);
//No custom post process flags defined, we set all the post process flags active
if(import.ppFlags == 0)
if (import.ppFlags == 0)
import.ppFlags |= aiProcessPreset_TargetRealtime_MaxQuality;
}
// import the main model
const aiScene* scene = ImportModel(import,in);
const aiScene *scene = ImportModel(import, in);
if (!scene) {
printf("assimp info: Unable to load input file %s\n",
in.c_str());
@ -339,8 +345,7 @@ int Assimp_Info (const char* const* params, unsigned int num) {
aiMemoryInfo mem;
globalImporter->GetMemoryRequirements(mem);
static const char* format_string =
static const char *format_string =
"Memory consumption: %i B\n"
"Nodes: %i\n"
"Maximum depth %i\n"
@ -364,7 +369,7 @@ int Assimp_Info (const char* const* params, unsigned int num) {
;
aiVector3D special_points[3];
FindSpecialPoints(scene,special_points);
FindSpecialPoints(scene, special_points);
printf(format_string,
mem.total,
CountNodes(scene->mRootNode),
@ -382,14 +387,11 @@ int Assimp_Info (const char* const* params, unsigned int num) {
FindPTypes(scene).c_str(),
GetAvgFacePerMesh(scene),
GetAvgVertsPerMesh(scene),
special_points[0][0],special_points[0][1],special_points[0][2],
special_points[1][0],special_points[1][1],special_points[1][2],
special_points[2][0],special_points[2][1],special_points[2][2]
)
;
special_points[0][0], special_points[0][1], special_points[0][2],
special_points[1][0], special_points[1][1], special_points[1][2],
special_points[2][0], special_points[2][1], special_points[2][2]);
if (silent)
{
if (silent) {
printf("\n");
return AssimpCmdError::Success;
}
@ -399,37 +401,56 @@ int Assimp_Info (const char* const* params, unsigned int num) {
printf("\nMeshes: (name) [vertices / bones / faces | primitive_types]\n");
}
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
const aiMesh* mesh = scene->mMeshes[i];
const aiMesh *mesh = scene->mMeshes[i];
printf(" %d (%s)", i, mesh->mName.C_Str());
printf(
": [%d / %d / %d |",
mesh->mNumVertices,
mesh->mNumBones,
mesh->mNumFaces
);
mesh->mNumFaces);
const unsigned int ptypes = mesh->mPrimitiveTypes;
if (ptypes & aiPrimitiveType_POINT) { printf(" point"); }
if (ptypes & aiPrimitiveType_LINE) { printf(" line"); }
if (ptypes & aiPrimitiveType_TRIANGLE) { printf(" triangle"); }
if (ptypes & aiPrimitiveType_POLYGON) { printf(" polygon"); }
if (ptypes & aiPrimitiveType_POINT) {
printf(" point");
}
if (ptypes & aiPrimitiveType_LINE) {
printf(" line");
}
if (ptypes & aiPrimitiveType_TRIANGLE) {
printf(" triangle");
}
if (ptypes & aiPrimitiveType_POLYGON) {
printf(" polygon");
}
printf("]\n");
}
// materials
unsigned int total=0;
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);
if (scene->mNumMaterials)
printf("\nNamed Materials:");
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
const aiMaterial *mat = scene->mMaterials[i];
aiString name = mat->GetName();
printf("\n \'%s\'", name.data);
if (mat->mNumProperties)
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]",
p,
prop->mKey.data,
prop->mIndex,
prop->mDataLength,
TextureTypeToString(textype));
}
}
if(total) {
if (scene->mNumMaterials) {
printf("\n");
}
// textures
total=0;
for(unsigned int i = 0;i < scene->mNumMaterials; ++i) {
unsigned int total = 0;
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
aiString name;
static const aiTextureType types[] = {
aiTextureType_NONE,
@ -452,31 +473,32 @@ int Assimp_Info (const char* const* params, unsigned int num) {
aiTextureType_AMBIENT_OCCLUSION,
aiTextureType_UNKNOWN
};
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) {
printf("%s\n \'%s\'",(total++?"":"\nTexture Refs:" ),name.data);
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) {
printf("%s\n \'%s\'", (total++ ? "" : "\nTexture Refs:"), name.data);
}
}
}
if(total) {
if (total) {
printf("\n");
}
// animations
total=0;
for(unsigned int i = 0;i < scene->mNumAnimations; ++i) {
total = 0;
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
if (scene->mAnimations[i]->mName.length) {
printf("%s\n \'%s\'",(total++?"":"\nNamed Animations:" ),scene->mAnimations[i]->mName.data);
printf("%s\n \'%s\'", (total++ ? "" : "\nNamed Animations:"), scene->mAnimations[i]->mName.data);
}
}
if(total) {
if (total) {
printf("\n");
}
// node hierarchy
printf("\nNode hierarchy:\n");
PrintHierarchy(scene->mRootNode,"",verbose);
PrintHierarchy(scene->mRootNode, "", verbose);
printf("\n");
return AssimpCmdError::Success;