Merge branch 'master' into ios-build-script
* master: LWOMaterial: Fix strict aliasing violations 3DS: Fix strict aliasing violations Fix strict aliasing violation in MaterialSystem Replace type punning with explicit memcpys Update FBXConverter.cpp Update Readme.md FBX: LayeredTextures now work with embedded texture data [pyassimp] README.{md->rst} to please distutils. Bumped to 4.1.3 [pyassimp] Updated setup.py Properly reads in glTF/2.0 sampler address modes. does not access undefined memory area anymore.pull/2045/head
commit
d86a0e3adb
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@ -204,8 +204,9 @@ void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
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mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
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// Setup the texture mapping mode
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mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
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mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
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int mapMode = static_cast<int>(texture.mMapMode);
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mat.AddProperty<int>(&mapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
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mat.AddProperty<int>(&mapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
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// Mirroring - double the scaling values
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// FIXME: this is not really correct ...
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@ -313,7 +314,8 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
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case D3DS::Discreet3DS::Blinn :
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eShading = aiShadingMode_Blinn; break;
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}
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mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
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int eShading_ = static_cast<int>(eShading);
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mat.AddProperty<int>(&eShading_, 1, AI_MATKEY_SHADING_MODEL);
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// DIFFUSE texture
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if( oldMat.sTexDiffuse.mMapName.length() > 0)
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@ -1526,6 +1526,46 @@ unsigned int Converter::ConvertVideo( const Video& video )
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return static_cast<unsigned int>( textures.size() - 1 );
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}
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aiString Converter::GetTexturePath(const Texture* tex)
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{
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aiString path;
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path.Set(tex->RelativeFilename());
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const Video* media = tex->Media();
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if (media != nullptr) {
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bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
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unsigned int index;
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VideoMap::const_iterator it = textures_converted.find(media);
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if (it != textures_converted.end()) {
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index = (*it).second;
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textureReady = true;
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}
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else {
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if (media->ContentLength() > 0) {
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index = ConvertVideo(*media);
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textures_converted[media] = index;
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textureReady = true;
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}
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}
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// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
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if (doc.Settings().useLegacyEmbeddedTextureNaming) {
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if (textureReady) {
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// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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// In FBX files textures are now stored internally by Assimp with their filename included
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// Now Assimp can lookup through the loaded textures after all data is processed
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// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
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// This may occur on this case too, it has to be studied
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path.data[0] = '*';
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path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
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}
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}
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}
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return path;
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}
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void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
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const std::string& propName,
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aiTextureType target, const MeshGeometry* const mesh )
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@ -1538,41 +1578,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
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const Texture* const tex = ( *it ).second;
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if ( tex != 0 )
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{
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aiString path;
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path.Set( tex->RelativeFilename() );
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const Video* media = tex->Media();
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if (media != 0) {
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bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
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unsigned int index;
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VideoMap::const_iterator it = textures_converted.find(media);
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if (it != textures_converted.end()) {
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index = (*it).second;
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textureReady = true;
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}
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else {
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if (media->ContentLength() > 0) {
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index = ConvertVideo(*media);
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textures_converted[media] = index;
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textureReady = true;
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}
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}
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// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
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if (doc.Settings().useLegacyEmbeddedTextureNaming) {
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if (textureReady) {
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// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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// In FBX files textures are now stored internally by Assimp with their filename included
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// Now Assimp can lookup through the loaded textures after all data is processed
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// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
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// This may occur on this case too, it has to be studied
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path.data[0] = '*';
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path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
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}
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}
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}
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aiString path = GetTexturePath(tex);
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out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 );
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aiUVTransform uvTrafo;
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@ -1696,9 +1702,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextu
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const Texture* const tex = ( *it ).second->getTexture(texIndex);
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aiString path;
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path.Set( tex->RelativeFilename() );
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aiString path = GetTexturePath(tex);
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out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, texIndex );
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aiUVTransform uvTrafo;
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@ -228,6 +228,10 @@ private:
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// Video -> aiTexture
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unsigned int ConvertVideo(const Video& video);
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// ------------------------------------------------------------------------------------------------
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// convert embedded texture if necessary and return actual texture path
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aiString GetTexturePath(const Texture* tex);
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
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const std::string& propName,
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@ -253,7 +253,8 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_TEXOP(type,cur));
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// setup the mapping mode
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pcMat->AddProperty<int>((int*)&mapping,1,AI_MATKEY_MAPPING(type,cur));
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int mapping_ = static_cast<int>(mapping);
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pcMat->AddProperty<int>(&mapping_, 1, AI_MATKEY_MAPPING(type, cur));
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// add the u-wrapping
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temp = (unsigned int)GetMapMode(texture.wrapModeWidth);
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@ -365,7 +366,8 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
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}
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if (surf.mMaximumSmoothAngle <= 0.0)
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m = aiShadingMode_Flat;
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pcMat->AddProperty((int*)&m,1,AI_MATKEY_SHADING_MODEL);
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int m_ = static_cast<int>(m);
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pcMat->AddProperty(&m_, 1, AI_MATKEY_SHADING_MODEL);
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// (the diffuse value is just a scaling factor)
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// If a diffuse texture is set, we set this value to 1.0
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@ -354,8 +354,9 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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return AI_FAILURE;
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}
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// Determine mapping type
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aiTextureMapping mapping = aiTextureMapping_UV;
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index),(int*)&mapping);
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int mapping_ = static_cast<int>(aiTextureMapping_UV);
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index), &mapping_);
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aiTextureMapping mapping = static_cast<aiTextureMapping>(mapping_);
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if (_mapping)
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*_mapping = mapping;
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@ -365,10 +365,10 @@ void STLImporter::LoadASCIIFile( aiNode *root ) {
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pMesh->mNumFaces = static_cast<unsigned int>(positionBuffer.size() / 3);
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pMesh->mNumVertices = static_cast<unsigned int>(positionBuffer.size());
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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memcpy(pMesh->mVertices, &positionBuffer[0].x, pMesh->mNumVertices * sizeof(aiVector3D));
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memcpy(pMesh->mVertices, positionBuffer.data(), pMesh->mNumVertices * sizeof(aiVector3D));
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positionBuffer.clear();
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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memcpy(pMesh->mNormals, &normalBuffer[0].x, pMesh->mNumVertices * sizeof(aiVector3D));
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memcpy(pMesh->mNormals, normalBuffer.data(), pMesh->mNumVertices * sizeof(aiVector3D));
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normalBuffer.clear();
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// now copy faces
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@ -121,6 +121,21 @@ bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool
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return false;
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}
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static aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode)
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{
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switch (gltfWrapMode) {
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case SamplerWrap::Mirrored_Repeat:
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return aiTextureMapMode_Mirror;
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case SamplerWrap::Clamp_To_Edge:
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return aiTextureMapMode_Clamp;
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case SamplerWrap::UNSET:
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case SamplerWrap::Repeat:
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default:
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return aiTextureMapMode_Wrap;
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}
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}
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//static void CopyValue(const glTF2::vec3& v, aiColor3D& out)
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//{
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@ -198,8 +213,10 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
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mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot));
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mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot));
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mat->AddProperty(&sampler->wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
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mat->AddProperty(&sampler->wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
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aiTextureMapMode wrapS = ConvertWrappingMode(sampler->wrapS);
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aiTextureMapMode wrapT = ConvertWrappingMode(sampler->wrapT);
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mat->AddProperty(&wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
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mat->AddProperty(&wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
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if (sampler->magFilter != SamplerMagFilter::UNSET) {
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mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot));
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@ -98,8 +98,10 @@ AI_FORCE_INLINE bool is_qnan(float in)
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// compare <register-with-different-width> against <in>
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// FIXME: Use <float> stuff instead? I think fpclassify needs C99
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return (reinterpret_cast<_IEEESingle*>(&in)->IEEE.Exp == (1u << 8)-1 &&
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reinterpret_cast<_IEEESingle*>(&in)->IEEE.Frac);
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_IEEESingle temp;
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memcpy(&temp, &in, sizeof(float));
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return (temp.IEEE.Exp == (1u << 8)-1 &&
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temp.IEEE.Frac);
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}
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// ---------------------------------------------------------------------------
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@ -114,8 +116,10 @@ AI_FORCE_INLINE bool is_qnan(double in)
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// compare <register-with-different-width> against <in>
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// FIXME: Use <float> stuff instead? I think fpclassify needs C99
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return (reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Exp == (1u << 11)-1 &&
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reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Frac);
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_IEEEDouble temp;
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memcpy(&temp, &in, sizeof(in));
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return (temp.IEEE.Exp == (1u << 11)-1 &&
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temp.IEEE.Frac);
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}
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// ---------------------------------------------------------------------------
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|
@ -125,7 +129,9 @@ AI_FORCE_INLINE bool is_qnan(double in)
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* @param in Input value */
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AI_FORCE_INLINE bool is_special_float(float in)
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{
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return (reinterpret_cast<_IEEESingle*>(&in)->IEEE.Exp == (1u << 8)-1);
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_IEEESingle temp;
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memcpy(&temp, &in, sizeof(float));
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return (temp.IEEE.Exp == (1u << 8)-1);
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}
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// ---------------------------------------------------------------------------
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||||
|
@ -135,7 +141,9 @@ AI_FORCE_INLINE bool is_special_float(float in)
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* @param in Input value */
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AI_FORCE_INLINE bool is_special_float(double in)
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{
|
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return (reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Exp == (1u << 11)-1);
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_IEEESingle temp;
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memcpy(&temp, &in, sizeof(float));
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return (temp.IEEE.Exp == (1u << 11)-1);
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}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
|
|
@ -1 +1 @@
|
|||
See https://code.google.com/p/assimp-net/ and https://github.com/assimp/assimp-net for a Github mirror.
|
||||
Please check the following github-repo for the source: https://github.com/kebby/assimp-net
|
||||
|
|
|
@ -1,94 +0,0 @@
|
|||
PyAssimp Readme
|
||||
===============
|
||||
|
||||
A simple Python wrapper for Assimp using `ctypes` to access the library.
|
||||
Requires Python >= 2.6.
|
||||
|
||||
Python 3 support is mostly here, but not well tested.
|
||||
|
||||
Note that pyassimp is not complete. Many ASSIMP features are missing.
|
||||
|
||||
USAGE
|
||||
-----
|
||||
|
||||
### Complete example: 3D viewer
|
||||
|
||||
`pyassimp` comes with a simple 3D viewer that shows how to load and display a 3D
|
||||
model using a shader-based OpenGL pipeline.
|
||||
|
||||
![Screenshot](3d_viewer_screenshot.png)
|
||||
|
||||
To use it, from within `/port/PyAssimp`:
|
||||
|
||||
```
|
||||
$ cd scripts
|
||||
$ python ./3D-viewer <path to your model>
|
||||
```
|
||||
|
||||
You can use this code as starting point in your applications.
|
||||
|
||||
### Writing your own code
|
||||
|
||||
To get started with `pyassimp`, examine the simpler `sample.py` script in `scripts/`,
|
||||
which illustrates the basic usage. All Assimp data structures are wrapped using
|
||||
`ctypes`. All the data+length fields in Assimp's data structures (such as
|
||||
`aiMesh::mNumVertices`, `aiMesh::mVertices`) are replaced by simple python
|
||||
lists, so you can call `len()` on them to get their respective size and access
|
||||
members using `[]`.
|
||||
|
||||
For example, to load a file named `hello.3ds` and print the first
|
||||
vertex of the first mesh, you would do (proper error handling
|
||||
substituted by assertions ...):
|
||||
|
||||
```python
|
||||
|
||||
from pyassimp import *
|
||||
scene = load('hello.3ds')
|
||||
|
||||
assert len(scene.meshes)
|
||||
mesh = scene.meshes[0]
|
||||
|
||||
assert len(mesh.vertices)
|
||||
print(mesh.vertices[0])
|
||||
|
||||
# don't forget this one, or you will leak!
|
||||
release(scene)
|
||||
|
||||
```
|
||||
|
||||
Another example to list the 'top nodes' in a
|
||||
scene:
|
||||
|
||||
```python
|
||||
|
||||
from pyassimp import *
|
||||
scene = load('hello.3ds')
|
||||
|
||||
for c in scene.rootnode.children:
|
||||
print(str(c))
|
||||
|
||||
release(scene)
|
||||
|
||||
```
|
||||
|
||||
INSTALL
|
||||
-------
|
||||
|
||||
Install `pyassimp` by running:
|
||||
|
||||
```
|
||||
$ python setup.py install
|
||||
```
|
||||
|
||||
PyAssimp requires a assimp dynamic library (`DLL` on windows,
|
||||
`.so` on linux, `.dynlib` on macOS) in order to work. The default search directories
|
||||
are:
|
||||
|
||||
- the current directory
|
||||
- on linux additionally: `/usr/lib`, `/usr/local/lib`,
|
||||
`/usr/lib/x86_64-linux-gnu`
|
||||
|
||||
To build that library, refer to the Assimp master `INSTALL`
|
||||
instructions. To look in more places, edit `./pyassimp/helper.py`.
|
||||
There's an `additional_dirs` list waiting for your entries.
|
||||
|
|
@ -0,0 +1,96 @@
|
|||
PyAssimp: Python bindings for libassimp
|
||||
=======================================
|
||||
|
||||
A simple Python wrapper for Assimp using ``ctypes`` to access the
|
||||
library. Requires Python >= 2.6.
|
||||
|
||||
Python 3 support is mostly here, but not well tested.
|
||||
|
||||
Note that pyassimp is not complete. Many ASSIMP features are missing.
|
||||
|
||||
USAGE
|
||||
-----
|
||||
|
||||
Complete example: 3D viewer
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
``pyassimp`` comes with a simple 3D viewer that shows how to load and
|
||||
display a 3D model using a shader-based OpenGL pipeline.
|
||||
|
||||
.. figure:: 3d_viewer_screenshot.png
|
||||
:alt: Screenshot
|
||||
|
||||
Screenshot
|
||||
|
||||
To use it, from within ``/port/PyAssimp``:
|
||||
|
||||
::
|
||||
|
||||
$ cd scripts
|
||||
$ python ./3D-viewer <path to your model>
|
||||
|
||||
You can use this code as starting point in your applications.
|
||||
|
||||
Writing your own code
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
To get started with ``pyassimp``, examine the simpler ``sample.py``
|
||||
script in ``scripts/``, which illustrates the basic usage. All Assimp
|
||||
data structures are wrapped using ``ctypes``. All the data+length fields
|
||||
in Assimp's data structures (such as ``aiMesh::mNumVertices``,
|
||||
``aiMesh::mVertices``) are replaced by simple python lists, so you can
|
||||
call ``len()`` on them to get their respective size and access members
|
||||
using ``[]``.
|
||||
|
||||
For example, to load a file named ``hello.3ds`` and print the first
|
||||
vertex of the first mesh, you would do (proper error handling
|
||||
substituted by assertions ...):
|
||||
|
||||
.. code:: python
|
||||
|
||||
|
||||
from pyassimp import *
|
||||
scene = load('hello.3ds')
|
||||
|
||||
assert len(scene.meshes)
|
||||
mesh = scene.meshes[0]
|
||||
|
||||
assert len(mesh.vertices)
|
||||
print(mesh.vertices[0])
|
||||
|
||||
# don't forget this one, or you will leak!
|
||||
release(scene)
|
||||
|
||||
Another example to list the 'top nodes' in a scene:
|
||||
|
||||
.. code:: python
|
||||
|
||||
|
||||
from pyassimp import *
|
||||
scene = load('hello.3ds')
|
||||
|
||||
for c in scene.rootnode.children:
|
||||
print(str(c))
|
||||
|
||||
release(scene)
|
||||
|
||||
INSTALL
|
||||
-------
|
||||
|
||||
Install ``pyassimp`` by running:
|
||||
|
||||
::
|
||||
|
||||
$ python setup.py install
|
||||
|
||||
PyAssimp requires a assimp dynamic library (``DLL`` on windows, ``.so``
|
||||
on linux, ``.dynlib`` on macOS) in order to work. The default search
|
||||
directories are:
|
||||
|
||||
- the current directory
|
||||
- on linux additionally: ``/usr/lib``, ``/usr/local/lib``,
|
||||
``/usr/lib/x86_64-linux-gnu``
|
||||
|
||||
To build that library, refer to the Assimp master ``INSTALL``
|
||||
instructions. To look in more places, edit ``./pyassimp/helper.py``.
|
||||
There's an ``additional_dirs`` list waiting for your entries.
|
|
@ -1,15 +1,25 @@
|
|||
#!/usr/bin/env python
|
||||
# -*- coding: utf-8 -*-
|
||||
import os
|
||||
from distutils.core import setup
|
||||
|
||||
def readme():
|
||||
with open('README.rst') as f:
|
||||
return f.read()
|
||||
|
||||
setup(name='pyassimp',
|
||||
version='4.1.0',
|
||||
version='4.1.3',
|
||||
license='ISC',
|
||||
description='Python bindings for the Open Asset Import Library (ASSIMP)',
|
||||
long_description=readme(),
|
||||
url='https://github.com/assimp/assimp',
|
||||
author='ASSIMP developers',
|
||||
author_email='assimp-discussions@lists.sourceforge.net',
|
||||
maintainer='Séverin Lemaignan',
|
||||
maintainer_email='severin@guakamole.org',
|
||||
packages=['pyassimp'],
|
||||
data_files=[
|
||||
('share/pyassimp', ['README.md']),
|
||||
('share/pyassimp', ['README.rst']),
|
||||
('share/examples/pyassimp', ['scripts/' + f for f in os.listdir('scripts/')])
|
||||
],
|
||||
requires=['numpy']
|
||||
|
|
|
@ -146,8 +146,8 @@
|
|||
{
|
||||
"magFilter": 9729,
|
||||
"minFilter": 9986,
|
||||
"wrapS": 10497,
|
||||
"wrapT": 10497
|
||||
"wrapS": 33648,
|
||||
"wrapT": 33071
|
||||
}
|
||||
],
|
||||
"bufferViews": [
|
||||
|
|
|
@ -46,6 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
@ -54,7 +55,21 @@ public:
|
|||
virtual bool importerTest() {
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure);
|
||||
return nullptr != scene;
|
||||
EXPECT_NE( scene, nullptr );
|
||||
if ( !scene ) return false;
|
||||
|
||||
EXPECT_TRUE( scene->HasMaterials() );
|
||||
if ( !scene->HasMaterials() ) return false;
|
||||
const aiMaterial *material = scene->mMaterials[0];
|
||||
|
||||
aiString path;
|
||||
aiTextureMapMode modes[2];
|
||||
EXPECT_EQ( aiReturn_SUCCESS, material->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes) );
|
||||
EXPECT_STREQ( path.C_Str(), "CesiumLogoFlat.png" );
|
||||
EXPECT_EQ( modes[0], aiTextureMapMode_Mirror );
|
||||
EXPECT_EQ( modes[1], aiTextureMapMode_Clamp );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual bool binaryImporterTest() {
|
||||
|
|
Loading…
Reference in New Issue