Merge branch 'master' into gltf2-mesh-export-fix

pull/1557/head
Kim Kulling 2017-11-10 19:07:46 +01:00 committed by GitHub
commit de1ec4ee5d
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93 changed files with 762 additions and 232 deletions

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@ -5,8 +5,7 @@
#
# License see LICENSE file
#
function generate()
{
function generate() {
OPTIONS="-DASSIMP_WERROR=ON"
if [ "$DISABLE_EXPORTERS" = "YES" ] ; then

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@ -18,10 +18,6 @@ before_install:
# install latest LCOV (1.9 was failing)
- if [ "$TRAVIS_OS_NAME" = "linux" ]; then cd ${TRAVIS_BUILD_DIR} && wget http://ftp.de.debian.org/debian/pool/main/l/lcov/lcov_1.11.orig.tar.gz && tar xf lcov_1.11.orig.tar.gz && sudo make -C lcov-1.11/ install && gem install coveralls-lcov && lcov --version && g++ --version ; fi
branches:
only:
- master
os:
- linux

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@ -1,7 +1,7 @@
prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix=@CMAKE_INSTALL_PREFIX@/
libdir=@CMAKE_INSTALL_PREFIX@/@ASSIMP_LIB_INSTALL_DIR@
includedir=@CMAKE_INSTALL_PREFIX@/@ASSIMP_INCLUDE_INSTALL_DIR@/assimp
includedir=@CMAKE_INSTALL_PREFIX@/@ASSIMP_INCLUDE_INSTALL_DIR@
Name: @CMAKE_PROJECT_NAME@
Description: Import various well-known 3D model formats in an uniform manner.

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@ -310,7 +310,7 @@ foreach (GCOV_FILE ${GCOV_FILES})
message("MD5: ${GCOV_SRC_PATH} = ${GCOV_CONTENTS_MD5}")
# Loads the gcov file as a list of lines.
# (We first open the file and replace all occurences of [] with _
# (We first open the file and replace all occurrences of [] with _
# because CMake will fail to parse a line containing unmatched brackets...
# also the \ to escaped \n in macros screws up things.)
# https://public.kitware.com/Bug/view.php?id=15369
@ -329,7 +329,7 @@ foreach (GCOV_FILE ${GCOV_FILES})
# Instead of trying to parse the source from the
# gcov file, simply read the file contents from the source file.
# (Parsing it from the gcov is hard because C-code uses ; in many places
# which also happens to be the same as the CMake list delimeter).
# which also happens to be the same as the CMake list delimiter).
file(READ ${GCOV_SRC_PATH} GCOV_FILE_SOURCE)
string(REPLACE "\\" "\\\\" GCOV_FILE_SOURCE "${GCOV_FILE_SOURCE}")

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@ -151,7 +151,7 @@ namespace {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to 3DS. Prototyped and registered in Exporter.cpp
void ExportScene3DS(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
void ExportScene3DS(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
std::shared_ptr<IOStream> outfile (pIOSystem->Open(pFile, "wb"));
if(!outfile) {

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@ -249,7 +249,7 @@ private:
/// \fn size_t PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B, const std::string& pID_A)
/// Return converted texture ID which related to specified source textures ID's. If converted texture does not exist then it will be created and ID on new
/// converted texture will be returned. Convertion: set of textures from \ref CAMFImporter_NodeElement_Texture to one \ref SPP_Texture and place it
/// converted texture will be returned. Conversion: set of textures from \ref CAMFImporter_NodeElement_Texture to one \ref SPP_Texture and place it
/// to converted textures list.
/// Any of source ID's can be absent(empty string) or even one ID only specified. But at least one ID must be specified.
/// \param [in] pID_R - ID of source "red" texture.
@ -378,7 +378,7 @@ private:
void XML_CheckNode_MustHaveChildren();
/// \fn bool XML_CheckNode_NameEqual(const std::string& pNodeName)
/// Chek if current node name is equal to pNodeName.
/// Check if current node name is equal to pNodeName.
/// \param [in] pNodeName - name for checking.
/// return true if current node name is equal to pNodeName, else - false.
bool XML_CheckNode_NameEqual(const std::string& pNodeName) { return mReader->getNodeName() == pNodeName; }

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@ -137,7 +137,7 @@ struct CAMFImporter_NodeElement_Instance : public CAMFImporter_NodeElement
{
/****************** Variables ******************/
std::string ObjectID;///< ID of object for instanciation.
std::string ObjectID;///< ID of object for instantiation.
/// \var Delta - The distance of translation in the x, y, or z direction, respectively, in the referenced object's coordinate system, to
/// create an instance of the object in the current constellation.
aiVector3D Delta;

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@ -60,7 +60,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp
{
aiColor4D AMFImporter::SPP_Material::GetColor(const float pX, const float pY, const float pZ) const
aiColor4D AMFImporter::SPP_Material::GetColor(const float /*pX*/, const float /*pY*/, const float /*pZ*/) const
{
aiColor4D tcol;

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@ -810,7 +810,7 @@ inline size_t WriteArray(IOStream * stream, const T* in, unsigned int size)
}
};
void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
AssbinExport exporter;
exporter.WriteBinaryDump( pFile, pIOSystem, pScene );

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@ -200,6 +200,7 @@ template <typename T> void ReadBounds( IOStream * stream, T* /*p*/, unsigned int
void AssbinImporter::ReadBinaryNode( IOStream * stream, aiNode** node, aiNode* parent ) {
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AINODE);
/*uint32_t size =*/ Read<uint32_t>(stream);
@ -274,6 +275,7 @@ void AssbinImporter::ReadBinaryNode( IOStream * stream, aiNode** node, aiNode* p
void AssbinImporter::ReadBinaryBone( IOStream * stream, aiBone* b )
{
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AIBONE);
/*uint32_t size =*/ Read<uint32_t>(stream);
@ -298,6 +300,7 @@ void AssbinImporter::ReadBinaryBone( IOStream * stream, aiBone* b )
void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
{
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AIMESH);
/*uint32_t size =*/ Read<uint32_t>(stream);
@ -423,6 +426,7 @@ void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
void AssbinImporter::ReadBinaryMaterialProperty(IOStream * stream, aiMaterialProperty* prop)
{
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY);
/*uint32_t size =*/ Read<uint32_t>(stream);
@ -440,6 +444,7 @@ void AssbinImporter::ReadBinaryMaterialProperty(IOStream * stream, aiMaterialPro
void AssbinImporter::ReadBinaryMaterial(IOStream * stream, aiMaterial* mat)
{
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AIMATERIAL);
/*uint32_t size =*/ Read<uint32_t>(stream);
@ -462,6 +467,7 @@ void AssbinImporter::ReadBinaryMaterial(IOStream * stream, aiMaterial* mat)
void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd)
{
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AINODEANIM);
/*uint32_t size =*/ Read<uint32_t>(stream);
@ -511,6 +517,7 @@ void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd)
void AssbinImporter::ReadBinaryAnim( IOStream * stream, aiAnimation* anim )
{
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AIANIMATION);
/*uint32_t size =*/ Read<uint32_t>(stream);
@ -532,6 +539,7 @@ void AssbinImporter::ReadBinaryAnim( IOStream * stream, aiAnimation* anim )
void AssbinImporter::ReadBinaryTexture(IOStream * stream, aiTexture* tex)
{
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AITEXTURE);
/*uint32_t size =*/ Read<uint32_t>(stream);
@ -556,6 +564,7 @@ void AssbinImporter::ReadBinaryTexture(IOStream * stream, aiTexture* tex)
void AssbinImporter::ReadBinaryLight( IOStream * stream, aiLight* l )
{
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AILIGHT);
/*uint32_t size =*/ Read<uint32_t>(stream);
@ -583,6 +592,7 @@ void AssbinImporter::ReadBinaryLight( IOStream * stream, aiLight* l )
void AssbinImporter::ReadBinaryCamera( IOStream * stream, aiCamera* cam )
{
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AICAMERA);
/*uint32_t size =*/ Read<uint32_t>(stream);
@ -599,6 +609,7 @@ void AssbinImporter::ReadBinaryCamera( IOStream * stream, aiCamera* cam )
void AssbinImporter::ReadBinaryScene( IOStream * stream, aiScene* scene )
{
uint32_t chunkID = Read<uint32_t>(stream);
(void)(chunkID);
ai_assert(chunkID == ASSBIN_CHUNK_AISCENE);
/*uint32_t size =*/ Read<uint32_t>(stream);

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@ -631,7 +631,7 @@ void WriteDump(const aiScene* scene, IOStream* io, bool shortened) {
} // end of namespace AssxmlExport
void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
IOStream * out = pIOSystem->Open( pFile, "wt" );
if (!out) return;

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@ -110,7 +110,7 @@ namespace Blender {
void operator= (const TempArray&) {
}
TempArray(const TempArray& arr) {
TempArray(const TempArray& /*arr*/) {
}
private:

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@ -68,7 +68,7 @@ namespace Assimp
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
void ExportSceneCollada(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
@ -141,6 +141,9 @@ void ColladaExporter::WriteFile()
WriteControllerLibrary();
WriteSceneLibrary();
// customized, Writes the animation library
WriteAnimationsLibrary();
// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
mOutput << startstr << "<scene>" << endstr;
@ -1129,6 +1132,7 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
case FloatType_Color: floatsPerElement = 3; break;
case FloatType_Mat4x4: floatsPerElement = 16; break;
case FloatType_Weight: floatsPerElement = 1; break;
case FloatType_Time: floatsPerElement = 1; break;
default:
return;
}
@ -1205,7 +1209,13 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
case FloatType_Weight:
mOutput << startstr << "<param name=\"WEIGHT\" type=\"float\" />" << endstr;
break;
}
// customized, add animation related
case FloatType_Time:
mOutput << startstr << "<param name=\"TIME\" type=\"float\" />" << endstr;
break;
}
PopTag();
mOutput << startstr << "</accessor>" << endstr;
@ -1235,7 +1245,172 @@ void ColladaExporter::WriteSceneLibrary()
PopTag();
mOutput << startstr << "</library_visual_scenes>" << endstr;
}
// ------------------------------------------------------------------------------------------------
void ColladaExporter::WriteAnimationLibrary(size_t pIndex)
{
const aiAnimation * anim = mScene->mAnimations[pIndex];
if ( anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels ==0 )
return;
const std::string animation_name_escaped = XMLEscape( anim->mName.C_Str() );
std::string idstr = anim->mName.C_Str();
std::string ending = std::string( "AnimId" ) + to_string(pIndex);
if (idstr.length() >= ending.length()) {
if (0 != idstr.compare (idstr.length() - ending.length(), ending.length(), ending)) {
idstr = idstr + ending;
}
} else {
idstr = idstr + ending;
}
const std::string idstrEscaped = XMLEscape(idstr);
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
PushTag();
for (size_t a = 0; a < anim->mNumChannels; ++a) {
const aiNodeAnim * nodeAnim = anim->mChannels[a];
// sanity check
if ( nodeAnim->mNumPositionKeys != nodeAnim->mNumScalingKeys || nodeAnim->mNumPositionKeys != nodeAnim->mNumRotationKeys ) continue;
{
const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-input");
std::vector<ai_real> frames;
for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) {
frames.push_back(nodeAnim->mPositionKeys[i].mTime);
}
WriteFloatArray( node_idstr , FloatType_Time, (const ai_real*) frames.data(), frames.size());
frames.clear();
}
{
const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-output");
std::vector<ai_real> keyframes;
keyframes.reserve(nodeAnim->mNumPositionKeys * 16);
for( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) {
aiVector3D Scaling = nodeAnim->mScalingKeys[i].mValue;
aiMatrix4x4 ScalingM; // identity
ScalingM[0][0] = Scaling.x; ScalingM[1][1] = Scaling.y; ScalingM[2][2] = Scaling.z;
aiQuaternion RotationQ = nodeAnim->mRotationKeys[i].mValue;
aiMatrix4x4 s = aiMatrix4x4( RotationQ.GetMatrix() );
aiMatrix4x4 RotationM(s.a1, s.a2, s.a3, 0, s.b1, s.b2, s.b3, 0, s.c1, s.c2, s.c3, 0, 0, 0, 0, 1);
aiVector3D Translation = nodeAnim->mPositionKeys[i].mValue;
aiMatrix4x4 TranslationM; // identity
TranslationM[0][3] = Translation.x; TranslationM[1][3] = Translation.y; TranslationM[2][3] = Translation.z;
// Combine the above transformations
aiMatrix4x4 mat = TranslationM * RotationM * ScalingM;
for( size_t j = 0; j < 4; ++j) {
keyframes.insert(keyframes.end(), mat[j], mat[j] + 4);
}
}
WriteFloatArray( node_idstr, FloatType_Mat4x4, (const ai_real*) keyframes.data(), keyframes.size() / 16);
}
{
std::vector<std::string> names;
for ( size_t i = 0; i < nodeAnim->mNumPositionKeys; ++i) {
if ( nodeAnim->mPreState == aiAnimBehaviour_DEFAULT
|| nodeAnim->mPreState == aiAnimBehaviour_LINEAR
|| nodeAnim->mPreState == aiAnimBehaviour_REPEAT
) {
names.push_back( "LINEAR" );
} else if (nodeAnim->mPostState == aiAnimBehaviour_CONSTANT) {
names.push_back( "STEP" );
}
}
const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-interpolation");
std::string arrayId = node_idstr + "-array";
mOutput << startstr << "<source id=\"" << XMLEscape(node_idstr) << "\">" << endstr;
PushTag();
// source array
mOutput << startstr << "<Name_array id=\"" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\"> ";
for( size_t a = 0; a < names.size(); ++a ) {
mOutput << names[a] << " ";
}
mOutput << "</Name_array>" << endstr;
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<accessor source=\"#" << XMLEscape(arrayId) << "\" count=\"" << names.size() << "\" stride=\"" << 1 << "\">" << endstr;
PushTag();
mOutput << startstr << "<param name=\"INTERPOLATION\" type=\"name\"></param>" << endstr;
PopTag();
mOutput << startstr << "</accessor>" << endstr;
PopTag();
mOutput << startstr << "</technique_common>" << endstr;
PopTag();
mOutput << startstr << "</source>" << endstr;
}
}
for (size_t a = 0; a < anim->mNumChannels; ++a) {
const aiNodeAnim * nodeAnim = anim->mChannels[a];
{
// samplers
const std::string node_idstr = nodeAnim->mNodeName.data + std::string("_matrix-sampler");
mOutput << startstr << "<sampler id=\"" << XMLEscape(node_idstr) << "\">" << endstr;
PushTag();
mOutput << startstr << "<input semantic=\"INPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-input") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"OUTPUT\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-output") ) << "\"/>" << endstr;
mOutput << startstr << "<input semantic=\"INTERPOLATION\" source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-interpolation") ) << "\"/>" << endstr;
PopTag();
mOutput << startstr << "</sampler>" << endstr;
}
}
for (size_t a = 0; a < anim->mNumChannels; ++a) {
const aiNodeAnim * nodeAnim = anim->mChannels[a];
{
// channels
mOutput << startstr << "<channel source=\"#" << XMLEscape( nodeAnim->mNodeName.data + std::string("_matrix-sampler") ) << "\" target=\"" << XMLEscape(nodeAnim->mNodeName.data) << "/matrix\"/>" << endstr;
}
}
PopTag();
mOutput << startstr << "</animation>" << endstr;
}
// ------------------------------------------------------------------------------------------------
void ColladaExporter::WriteAnimationsLibrary()
{
const std::string scene_name_escaped = XMLEscape(mScene->mRootNode->mName.C_Str());
if ( mScene->mNumAnimations > 0 ) {
mOutput << startstr << "<library_animations>" << endstr;
PushTag();
// start recursive write at the root node
for( size_t a = 0; a < mScene->mNumAnimations; ++a)
WriteAnimationLibrary( a );
PopTag();
mOutput << startstr << "</library_animations>" << endstr;
}
}
// ------------------------------------------------------------------------------------------------
// Helper to find a bone by name in the scene
aiBone* findBone( const aiScene* scene, const char * name) {
@ -1251,6 +1426,59 @@ aiBone* findBone( const aiScene* scene, const char * name) {
return NULL;
}
// ------------------------------------------------------------------------------------------------
const aiNode * findBoneNode( const aiNode* aNode, const aiBone* bone)
{
if ( aNode && bone && aNode->mName == bone->mName ) {
return aNode;
}
if ( aNode && bone ) {
for (unsigned int i=0; i < aNode->mNumChildren; ++i) {
aiNode * aChild = aNode->mChildren[i];
const aiNode * foundFromChild = 0;
if ( aChild ) {
foundFromChild = findBoneNode( aChild, bone );
if ( foundFromChild ) return foundFromChild;
}
}
}
return NULL;
}
const aiNode * findSkeletonRootNode( const aiScene* scene, const aiMesh * mesh)
{
std::set<const aiNode*> topParentBoneNodes;
if ( mesh && mesh->mNumBones > 0 ) {
for (unsigned int i=0; i < mesh->mNumBones; ++i) {
aiBone * bone = mesh->mBones[i];
const aiNode * node = findBoneNode( scene->mRootNode, bone);
if ( node ) {
while ( node->mParent && findBone(scene, node->mParent->mName.C_Str() ) != 0 ) {
node = node->mParent;
}
topParentBoneNodes.insert( node );
}
}
}
if ( !topParentBoneNodes.empty() ) {
const aiNode * parentBoneNode = *topParentBoneNodes.begin();
if ( topParentBoneNodes.size() == 1 ) {
return parentBoneNode;
} else {
for (auto it : topParentBoneNodes) {
if ( it->mParent ) return it->mParent;
}
return parentBoneNode;
}
}
return NULL;
}
// ------------------------------------------------------------------------------------------------
// Recursively writes the given node
void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
@ -1278,12 +1506,22 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
}
const std::string node_name_escaped = XMLEscape(pNode->mName.data);
/* // customized, Note! the id field is crucial for inter-xml look up, it cannot be replaced with sid ?!
mOutput << startstr
<< "<node ";
if(is_skeleton_root)
mOutput << "id=\"" << "skeleton_root" << "\" "; // For now, only support one skeleton in a scene.
mOutput << (is_joint ? "s" : "") << "id=\"" << node_name_escaped;
mOutput << "\" name=\"" << node_name_escaped
*/
mOutput << startstr << "<node ";
if(is_skeleton_root) {
mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"" : "") ; // For now, only support one skeleton in a scene.
mFoundSkeletonRootNodeID = node_name_escaped;
} else {
mOutput << "id=\"" << node_name_escaped << "\" " << (is_joint ? "sid=\"" + node_name_escaped +"\"": "") ;
}
mOutput << " name=\"" << node_name_escaped
<< "\" type=\"" << node_type
<< "\">" << endstr;
PushTag();
@ -1291,7 +1529,11 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
// write transformation - we can directly put the matrix there
// TODO: (thom) decompose into scale - rot - quad to allow addressing it by animations afterwards
const aiMatrix4x4& mat = pNode->mTransformation;
mOutput << startstr << "<matrix sid=\"transform\">";
// customized, sid should be 'matrix' to match with loader code.
//mOutput << startstr << "<matrix sid=\"transform\">";
mOutput << startstr << "<matrix sid=\"matrix\">";
mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
@ -1319,7 +1561,7 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
for( size_t a = 0; a < pNode->mNumMeshes; ++a )
{
const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
// do not instanciate mesh if empty. I wonder how this could happen
// do not instantiate mesh if empty. I wonder how this could happen
if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
continue;
@ -1335,7 +1577,13 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
<< endstr;
PushTag();
mOutput << startstr << "<skeleton>#skeleton_root</skeleton>" << endstr;
// note! this mFoundSkeletonRootNodeID some how affects animation, it makes the mesh attaches to armature skeleton root node.
// use the first bone to find skeleton root
const aiNode * skeletonRootBoneNode = findSkeletonRootNode( pScene, mesh );
if ( skeletonRootBoneNode ) {
mFoundSkeletonRootNodeID = XMLEscape( skeletonRootBoneNode->mName.C_Str() );
}
mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
}
mOutput << startstr << "<bind_material>" << endstr;
PushTag();

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@ -114,7 +114,9 @@ protected:
/// Writes the given mesh
void WriteGeometry( size_t pIndex);
enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
//enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
// customized to add animation related type
enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight, FloatType_Time };
/// Writes a float array of the given type
void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount);
@ -122,6 +124,11 @@ protected:
/// Writes the scene library
void WriteSceneLibrary();
// customized, Writes the animation library
void WriteAnimationsLibrary();
void WriteAnimationLibrary( size_t pIndex);
std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
/// Recursively writes the given node
void WriteNode( const aiScene* scene, aiNode* pNode);

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@ -302,7 +302,7 @@ struct Accessor
size_t mOffset; // in number of values
size_t mStride; // Stride in number of values
std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, thats XYZ, for a color RGBA and so on.
size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
std::string mSource; // URL of the source array
mutable const Data* mData; // Pointer to the source array, if resolved. NULL else

View File

@ -1619,7 +1619,7 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pSce
mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
// transparency, a very hard one. seemingly not all files are following the
// specification here (1.0 transparency => completly opaque)...
// specification here (1.0 transparency => completely opaque)...
// therefore, we let the opportunity for the user to manually invert
// the transparency if necessary and we add preliminary support for RGB_ZERO mode
if(effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {

View File

@ -224,7 +224,7 @@ void ColladaParser::ReadStructure()
}
// ------------------------------------------------------------------------------------------------
// Reads asset informations such as coordinate system informations and legal blah
// Reads asset information such as coordinate system information and legal blah
void ColladaParser::ReadAssetInfo()
{
if( mReader->isEmptyElement())
@ -2469,8 +2469,7 @@ void ColladaParser::CopyVertex(size_t currentVertex, size_t numOffsets, size_t n
size_t baseOffset = currentPrimitive * numOffsets * numPoints + currentVertex * numOffsets;
// don't overrun the boundaries of the index list
size_t maxIndexRequested = baseOffset + numOffsets - 1;
ai_assert(maxIndexRequested < indices.size());
ai_assert((baseOffset + numOffsets - 1) < indices.size());
// extract per-vertex channels using the global per-vertex offset
for (std::vector<InputChannel>::iterator it = pMesh->mPerVertexData.begin(); it != pMesh->mPerVertexData.end(); ++it)

View File

@ -77,7 +77,7 @@ namespace Assimp
/** Reads the structure of the file */
void ReadStructure();
/** Reads asset informations such as coordinate system informations and legal blah */
/** Reads asset information such as coordinate system information and legal blah */
void ReadAssetInfo();
/** Reads the animation library */

View File

@ -344,7 +344,7 @@ bool D3MFImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool
return false;
}
void D3MFImporter::SetupProperties(const Importer *pImp)
void D3MFImporter::SetupProperties(const Importer */*pImp*/)
{
}

View File

@ -379,6 +379,7 @@ IOStream *D3MFZipArchive::Open(const char* pFile, const char* /*pMode*/) {
// ------------------------------------------------------------------------------------------------
// Close a filestream.
void D3MFZipArchive::Close(IOStream *pFile) {
(void)(pFile);
ai_assert(pFile != NULL);
// We don't do anything in case the file would be opened again in the future

View File

@ -83,6 +83,7 @@ void ExportSceneCollada(const char*,IOSystem*, const aiScene*, const ExportPrope
void ExportSceneXFile(const char*,IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneStep(const char*,IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneObj(const char*,IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneObjNoMtl(const char*,IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneSTL(const char*,IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneSTLBinary(const char*,IOSystem*, const aiScene*, const ExportProperties*);
void ExportScenePly(const char*,IOSystem*, const aiScene*, const ExportProperties*);
@ -115,6 +116,8 @@ Exporter::ExportFormatEntry gExporters[] =
#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
Exporter::ExportFormatEntry( "obj", "Wavefront OBJ format", "obj", &ExportSceneObj,
aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */),
Exporter::ExportFormatEntry( "objnomtl", "Wavefront OBJ format without material file", "obj", &ExportSceneObjNoMtl,
aiProcess_GenSmoothNormals /*| aiProcess_PreTransformVertices */),
#endif
#ifndef ASSIMP_BUILD_NO_STL_EXPORTER
@ -241,7 +244,7 @@ bool Exporter::IsDefaultIOHandler() const {
// ------------------------------------------------------------------------------------------------
const aiExportDataBlob* Exporter::ExportToBlob( const aiScene* pScene, const char* pFormatId,
unsigned int, const ExportProperties* pProperties ) {
unsigned int, const ExportProperties* /*pProperties*/ ) {
if (pimpl->blob) {
delete pimpl->blob;
pimpl->blob = NULL;

View File

@ -645,7 +645,6 @@ void Converter::ConvertCameras( const Model& model )
}
}
void Converter::ConvertLight( const Model& model, const Light& light )
{
lights.push_back( new aiLight() );
@ -783,7 +782,6 @@ const char* Converter::NameTransformationComp( TransformationComp comp )
return NULL;
}
const char* Converter::NameTransformationCompProperty( TransformationComp comp )
{
switch ( comp )
@ -2239,9 +2237,17 @@ void Converter::ConvertAnimations()
}
}
void Converter::RenameNode( const std::string& fixed_name, const std::string& new_name ) {
if ( node_names.find( fixed_name ) == node_names.end() ) {
FBXImporter::LogError( "Cannot rename node " + fixed_name + ", not existing.");
return;
}
if ( node_names.find( new_name ) != node_names.end() ) {
FBXImporter::LogError( "Cannot rename node " + fixed_name + " to " + new_name +", name already existing." );
return;
}
void Converter::RenameNode( const std::string& fixed_name, const std::string& new_name )
{
ai_assert( node_names.find( fixed_name ) != node_names.end() );
ai_assert( node_names.find( new_name ) == node_names.end() );
@ -2429,6 +2435,7 @@ void Converter::ConvertAnimationStack( const AnimationStack& st )
anim->mTicksPerSecond = anim_fps;
}
#ifdef ASSIMP_BUILD_DEBUG
// ------------------------------------------------------------------------------------------------
// sanity check whether the input is ok
static void validateAnimCurveNodes( const std::vector<const AnimationCurveNode*>& curves,
@ -2446,6 +2453,7 @@ static void validateAnimCurveNodes( const std::vector<const AnimationCurveNode*>
}
}
}
#endif // ASSIMP_BUILD_DEBUG
// ------------------------------------------------------------------------------------------------
void Converter::GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims,

View File

@ -103,6 +103,7 @@ namespace {
T SafeParse(const char* data, const char* end) {
// Actual size validation happens during Tokenization so
// this is valid as an assertion.
(void)(end);
ai_assert(static_cast<size_t>(end - data) >= sizeof(T));
T result = static_cast<T>(0);
::memcpy(&result, data, sizeof(T));

View File

@ -1776,17 +1776,17 @@ public:
return reader->getParserFormat();
}
virtual std::shared_ptr<const FIValue> getAttributeEncodedValue(int idx) const /*override*/ {
virtual std::shared_ptr<const FIValue> getAttributeEncodedValue(int /*idx*/) const /*override*/ {
return nullptr;
}
virtual std::shared_ptr<const FIValue> getAttributeEncodedValue(const char* name) const /*override*/ {
virtual std::shared_ptr<const FIValue> getAttributeEncodedValue(const char* /*name*/) const /*override*/ {
return nullptr;
}
virtual void registerDecoder(const std::string &algorithmUri, std::unique_ptr<FIDecoder> decoder) /*override*/ {}
virtual void registerDecoder(const std::string &/*algorithmUri*/, std::unique_ptr<FIDecoder> /*decoder*/) /*override*/ {}
virtual void registerVocabulary(const std::string &vocabularyUri, const FIVocabulary *vocabulary) /*override*/ {}
virtual void registerVocabulary(const std::string &/*vocabularyUri*/, const FIVocabulary */*vocabulary*/) /*override*/ {}
private:

View File

@ -169,8 +169,8 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
// ------------------------------------------------------------------------------------------------
template <typename T>
inline const char* ValidateArrayContents(const T* arr, unsigned int size,
const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
inline const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
const std::vector<bool>& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/)
{
return NULL;
}

View File

@ -513,6 +513,7 @@ IfcFloat Curve::GetParametricRangeDelta() const {
// ------------------------------------------------------------------------------------------------
size_t Curve::EstimateSampleCount(IfcFloat a, IfcFloat b) const {
(void)(a); (void)(b);
ai_assert( InRange( a ) );
ai_assert( InRange( b ) );

View File

@ -1045,7 +1045,7 @@ void IFC::GetSchema(EXPRESS::ConversionSchema& out)
namespace STEP {
// -----------------------------------------------------------------------------------------------------------
template <> size_t GenericFill<NotImplemented>(const STEP::DB& db, const LIST& params, NotImplemented* in)
template <> size_t GenericFill<NotImplemented>(const STEP::DB& /*db*/, const LIST& /*params*/, NotImplemented* /*in*/)
{
return 0;
}
@ -1253,7 +1253,7 @@ template <> size_t GenericFill<IfcPerformanceHistory>(const DB& db, const LIST&
return base;
}
// -----------------------------------------------------------------------------------------------------------
template <> size_t GenericFill<IfcRepresentationItem>(const DB& db, const LIST& params, IfcRepresentationItem* in)
template <> size_t GenericFill<IfcRepresentationItem>(const DB& /*db*/, const LIST& /*params*/, IfcRepresentationItem* /*in*/)
{
size_t base = 0;
return base;
@ -1715,7 +1715,7 @@ template <> size_t GenericFill<IfcPlateType>(const DB& db, const LIST& params, I
return base;
}
// -----------------------------------------------------------------------------------------------------------
template <> size_t GenericFill<IfcObjectPlacement>(const DB& db, const LIST& params, IfcObjectPlacement* in)
template <> size_t GenericFill<IfcObjectPlacement>(const DB& /*db*/, const LIST& /*params*/, IfcObjectPlacement* /*in*/)
{
size_t base = 0;
return base;

View File

@ -394,7 +394,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
angles[1] %= 360;
angles[2] %= 360;
if ((angles[0]*angles[1]) && (angles[1]*angles[2]))
if ( bool(angles[0]*angles[1]) && bool(angles[1]*angles[2]) )
{
FindSuitableMultiple(angles[0]);
FindSuitableMultiple(angles[1]);

View File

@ -483,7 +483,7 @@ void LWOImporter::FindVCChannels(const LWO::Surface& surf, LWO::SortedRep& sorte
const LWO::VColorChannel& vc = layer.mVColorChannels[i];
if (surf.mVCMap == vc.name) {
// The vertex color map is explicitely requested by the surface so we need to take special care of it
// The vertex color map is explicitly requested by the surface so we need to take special care of it
for (unsigned int a = 0; a < std::min(next,AI_MAX_NUMBER_OF_COLOR_SETS-1u); ++a) {
out[a+1] = out[a];
}

View File

@ -471,7 +471,7 @@ void LWSImporter::BuildGraph(aiNode* nd, LWS::NodeDesc& src, std::vector<Attachm
// Determine the exact location of a LWO file
std::string LWSImporter::FindLWOFile(const std::string& in)
{
// insert missing directory seperator if necessary
// insert missing directory separator if necessary
std::string tmp;
if (in.length() > 3 && in[1] == ':'&& in[2] != '\\' && in[2] != '/')
{

View File

@ -274,11 +274,9 @@ void MD2Importer::InternReadFile( const std::string& pFile,
aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
// navigate to the begin of the frame data
BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*)
m_pcHeader + m_pcHeader->offsetFrames);
pcFrame += configFrameID;
// navigate to the begin of the current frame data
BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*)
m_pcHeader + m_pcHeader->offsetFrames + (m_pcHeader->frameSize * configFrameID));
// navigate to the begin of the triangle data
MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*)

View File

@ -107,7 +107,7 @@ const aiImporterDesc *MMDImporter::GetInfo() const { return &desc; }
// ------------------------------------------------------------------------------------------------
// MMD import implementation
void MMDImporter::InternReadFile(const std::string &file, aiScene *pScene,
IOSystem *pIOHandler) {
IOSystem */*pIOHandler*/) {
// Read file by istream
std::filebuf fb;
if (!fb.open(file, std::ios::in | std::ios::binary)) {

View File

@ -471,7 +471,7 @@ namespace pmx
stream->read((char*) &this->is_near, sizeof(uint8_t));
}
void PmxSoftBody::Read(std::istream *stream, PmxSetting *setting)
void PmxSoftBody::Read(std::istream */*stream*/, PmxSetting */*setting*/)
{
// 未実装
std::cerr << "Not Implemented Exception" << std::endl;

View File

@ -302,7 +302,7 @@ namespace vmd
return result;
}
bool SaveToFile(const std::u16string& filename)
bool SaveToFile(const std::u16string& /*filename*/)
{
// TODO: How to adapt u16string to string?
/*

View File

@ -58,7 +58,7 @@ namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) {
void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
// invoke the exporter
ObjExporter exporter(pFile, pScene);
@ -83,18 +83,40 @@ void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene
}
}
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Wavefront OBJ without the material file. Prototyped and registered in Exporter.cpp
void ExportSceneObjNoMtl(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) {
// invoke the exporter
ObjExporter exporter(pFile, pScene, true);
if (exporter.mOutput.fail() || exporter.mOutputMat.fail()) {
throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
}
// we're still here - export successfully completed. Write both the main OBJ file and the material script
{
std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output .obj file: " + std::string(pFile));
}
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
}
}
} // end of namespace Assimp
static const std::string MaterialExt = ".mtl";
// ------------------------------------------------------------------------------------------------
ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene)
ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene, bool noMtl)
: filename(_filename)
, pScene(pScene)
, vp()
, vn()
, vt()
, vc()
, vc()
, mVpMap()
, mVnMap()
, mVtMap()
@ -108,8 +130,9 @@ ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene)
mOutputMat.imbue(l);
mOutputMat.precision(16);
WriteGeometryFile();
WriteMaterialFile();
WriteGeometryFile(noMtl);
if (!noMtl)
WriteMaterialFile();
}
// ------------------------------------------------------------------------------------------------
@ -132,7 +155,7 @@ std::string ObjExporter :: GetMaterialLibName()
// ------------------------------------------------------------------------------------------------
std::string ObjExporter::GetMaterialLibFileName() {
// Remove existing .obj file extention so that the final material file name will be fileName.mtl and not fileName.obj.mtl
// Remove existing .obj file extension so that the final material file name will be fileName.mtl and not fileName.obj.mtl
size_t lastdot = filename.find_last_of('.');
if (lastdot != std::string::npos)
return filename.substr(0, lastdot) + MaterialExt;
@ -193,7 +216,7 @@ void ObjExporter::WriteMaterialFile()
if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_TRANSPARENT,c)) {
mOutputMat << "Tf " << c.r << " " << c.g << " " << c.b << endl;
}
ai_real o;
if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
mOutputMat << "d " << o << endl;
@ -235,10 +258,10 @@ void ObjExporter::WriteMaterialFile()
}
}
// ------------------------------------------------------------------------------------------------
void ObjExporter::WriteGeometryFile() {
void ObjExporter::WriteGeometryFile(bool noMtl) {
WriteHeader(mOutput);
mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
if (!noMtl)
mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
// collect mesh geometry
aiMatrix4x4 mBase;
@ -256,8 +279,10 @@ void ObjExporter::WriteGeometryFile() {
mOutput << "# " << vp.size() << " vertex positions and colors" << endl;
size_t colIdx = 0;
for ( const aiVector3D& v : vp ) {
mOutput << "v " << v.x << " " << v.y << " " << v.z << " " << vc[ colIdx ].r << " " << vc[ colIdx ].g << " " << vc[ colIdx ].b << endl;
colIdx++;
if ( colIdx < vc.size() ) {
mOutput << "v " << v.x << " " << v.y << " " << v.z << " " << vc[ colIdx ].r << " " << vc[ colIdx ].g << " " << vc[ colIdx ].b << endl;
}
++colIdx;
}
}
mOutput << endl;
@ -284,7 +309,8 @@ void ObjExporter::WriteGeometryFile() {
if (!m.name.empty()) {
mOutput << "g " << m.name << endl;
}
mOutput << "usemtl " << m.matname << endl;
if (!noMtl)
mOutput << "usemtl " << m.matname << endl;
for(const Face& f : m.faces) {
mOutput << f.kind << ' ';
@ -341,7 +367,7 @@ int ObjExporter::colIndexMap::getIndex( const aiColor4D& col ) {
colMap[ col ] = mNextIndex;
int ret = mNextIndex;
mNextIndex++;
return ret;
}
@ -358,7 +384,7 @@ void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4
mMeshes.push_back(MeshInstance());
MeshInstance& mesh = mMeshes.back();
mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_" + std::string(m->mName.data,m->mName.length) : "");
mesh.name = std::string( name.data, name.length );
mesh.matname = GetMaterialName(m->mMaterialIndex);
mesh.faces.resize(m->mNumFaces);

View File

@ -62,7 +62,7 @@ namespace Assimp {
class ObjExporter {
public:
/// Constructor for a specific scene to export
ObjExporter(const char* filename, const aiScene* pScene);
ObjExporter(const char* filename, const aiScene* pScene, bool noMtl=false);
~ObjExporter();
std::string GetMaterialLibName();
std::string GetMaterialLibFileName();
@ -97,7 +97,7 @@ private:
void WriteHeader(std::ostringstream& out);
void WriteMaterialFile();
void WriteGeometryFile();
void WriteGeometryFile(bool noMtl=false);
std::string GetMaterialName(unsigned int index);
void AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat);
void AddNode(const aiNode* nd, const aiMatrix4x4& mParent);

View File

@ -477,6 +477,9 @@ void ObjFileParser::getFace( aiPrimitiveType type ) {
}
} else {
//On error, std::atoi will return 0 which is not a valid value
delete face;
delete m_pModel;
m_pModel = nullptr;
throw DeadlyImportError("OBJ: Invalid face indice");
}

View File

@ -258,7 +258,7 @@ aiMaterial* OgreImporter::ReadMaterial(const std::string &pFile, Assimp::IOSyste
ReadTechnique(Trim(techniqueName), ss, material);
}
// Read informations from a custom material
// Read information from a custom material
/** @todo This "set $x y" does not seem to be a official Ogre material system feature.
Materials can inherit other materials and override texture units by using the (unique)
parent texture unit name in your cloned material.

View File

@ -51,7 +51,7 @@ OpenGEXExporter::OpenGEXExporter() {
OpenGEXExporter::~OpenGEXExporter() {
}
bool OpenGEXExporter::exportScene( const char *filename, const aiScene* pScene ) {
bool OpenGEXExporter::exportScene( const char */*filename*/, const aiScene* /*pScene*/ ) {
return true;
}

View File

@ -431,7 +431,7 @@ void OpenGEXImporter::handleNodes( DDLNode *node, aiScene *pScene ) {
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleMetricNode( DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleMetricNode( DDLNode *node, aiScene * /*pScene*/ ) {
if( nullptr == node || nullptr == m_ctx ) {
return;
}
@ -467,7 +467,7 @@ void OpenGEXImporter::handleMetricNode( DDLNode *node, aiScene *pScene ) {
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleNameNode( DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleNameNode( DDLNode *node, aiScene * /*pScene*/ ) {
if( nullptr == m_currentNode ) {
throw DeadlyImportError( "No current node for name." );
return;
@ -512,7 +512,7 @@ static void getRefNames( DDLNode *node, std::vector<std::string> &names ) {
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleObjectRefNode( DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleObjectRefNode( DDLNode *node, aiScene * /*pScene*/ ) {
if( nullptr == m_currentNode ) {
throw DeadlyImportError( "No parent node for name." );
return;
@ -536,7 +536,7 @@ void OpenGEXImporter::handleObjectRefNode( DDLNode *node, aiScene *pScene ) {
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleMaterialRefNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleMaterialRefNode( ODDLParser::DDLNode *node, aiScene * /*pScene*/ ) {
if( nullptr == m_currentNode ) {
throw DeadlyImportError( "No parent node for name." );
return;
@ -674,7 +674,7 @@ static void setMatrix( aiNode *node, DataArrayList *transformData ) {
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleTransformNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleTransformNode( ODDLParser::DDLNode *node, aiScene * /*pScene*/ ) {
if( nullptr == m_currentNode ) {
throw DeadlyImportError( "No parent node for name." );
return;
@ -819,7 +819,7 @@ static void copyColor4DArray( size_t numItems, DataArrayList *vaList, aiColor4D
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleVertexArrayNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleVertexArrayNode( ODDLParser::DDLNode *node, aiScene * /*pScene*/ ) {
if( nullptr == node ) {
throw DeadlyImportError( "No parent node for name." );
return;
@ -862,7 +862,7 @@ void OpenGEXImporter::handleVertexArrayNode( ODDLParser::DDLNode *node, aiScene
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene * /*pScene*/ ) {
if( nullptr == node ) {
throw DeadlyImportError( "No parent node for name." );
return;
@ -1001,7 +1001,7 @@ void OpenGEXImporter::handleMaterialNode( ODDLParser::DDLNode *node, aiScene *pS
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleColorNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleColorNode( ODDLParser::DDLNode *node, aiScene * /*pScene*/ ) {
if( nullptr == node ) {
return;
}
@ -1040,7 +1040,7 @@ void OpenGEXImporter::handleColorNode( ODDLParser::DDLNode *node, aiScene *pScen
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleTextureNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleTextureNode( ODDLParser::DDLNode *node, aiScene * /*pScene*/ ) {
if( nullptr == node ) {
return;
}
@ -1074,7 +1074,7 @@ void OpenGEXImporter::handleTextureNode( ODDLParser::DDLNode *node, aiScene *pSc
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleParamNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleParamNode( ODDLParser::DDLNode *node, aiScene * /*pScene*/ ) {
if ( nullptr == node ) {
return;
}
@ -1103,7 +1103,7 @@ void OpenGEXImporter::handleParamNode( ODDLParser::DDLNode *node, aiScene *pScen
}
//------------------------------------------------------------------------------------------------
void OpenGEXImporter::handleAttenNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
void OpenGEXImporter::handleAttenNode( ODDLParser::DDLNode *node, aiScene * /*pScene*/ ) {
if ( nullptr == node ) {
return;
}

View File

@ -65,7 +65,7 @@ template<> const char* type_of(double&) { return "double"; }
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
// invoke the exporter
PlyExporter exporter(pFile, pScene);
@ -83,7 +83,7 @@ void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
}
void ExportScenePlyBinary(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
void ExportScenePlyBinary(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
// invoke the exporter
PlyExporter exporter(pFile, pScene, true);

View File

@ -381,6 +381,11 @@ bool PLY::Element::ParseElement(IOStreamBuffer<char> &streamBuffer, std::vector<
{
char* endPos = &buffer[0] + (strlen(&buffer[0]) - 1);
pOut->szName = std::string(&buffer[0], endPos);
// go to the next line
PLY::DOM::SkipSpacesAndLineEnd(buffer);
return true;
}
//parse the number of occurrences of this element
@ -933,7 +938,7 @@ bool PLY::PropertyInstance::ParseValue(const char* &pCur,
{
ai_assert(NULL != pCur);
ai_assert(NULL != out);
//calc element size
bool ret = true;
switch (eType)

View File

@ -255,6 +255,7 @@ IOStream *Q3BSPZipArchive::Open(const char* pFile, const char* /*pMode*/) {
// ------------------------------------------------------------------------------------------------
// Close a filestream.
void Q3BSPZipArchive::Close(IOStream *pFile) {
(void)(pFile);
ai_assert(pFile != NULL);
// We don't do anything in case the file would be opened again in the future

View File

@ -163,7 +163,7 @@ static aiColor3D ReadColor(StreamReaderLE* stream)
return aiColor3D(r, g, b);
}
static void UnknownChunk(StreamReaderLE* stream, const SIBChunk& chunk)
static void UnknownChunk(StreamReaderLE* /*stream*/, const SIBChunk& chunk)
{
char temp[5] = {
static_cast<char>(( chunk.Tag>>24 ) & 0xff),

View File

@ -334,7 +334,7 @@ bool STEP::StringToUTF8(std::string& s)
size_t j = basei, jend = s.size()-3;
for (; j < jend; ++j) {
if (s[j] == '\\' && s[j] == 'X' && s[j] == '0' && s[j] == '\\') {
if (s[j] == '\\' && s[j+1] == 'X' && s[j+2] == '0' && s[j+3] == '\\') {
break;
}
}

View File

@ -57,7 +57,7 @@ namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Stereolithograpy. Prototyped and registered in Exporter.cpp
void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
// invoke the exporter
STLExporter exporter(pFile, pScene);
@ -74,7 +74,7 @@ void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
}
void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
{
// invoke the exporter
STLExporter exporter(pFile, pScene, true);

View File

@ -80,7 +80,9 @@ static bool IsBinarySTL(const char* buffer, unsigned int fileSize) {
return false;
}
const uint32_t faceCount = *reinterpret_cast<const uint32_t*>(buffer + 80);
const char *facecount_pos = buffer + 80;
uint32_t faceCount( 0 );
::memcpy( &faceCount, facecount_pos, sizeof( uint32_t ) );
const uint32_t expectedBinaryFileSize = faceCount * 50 + 84;
return expectedBinaryFileSize == fileSize;
@ -200,17 +202,17 @@ void STLImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
if (IsBinarySTL(mBuffer, fileSize)) {
bMatClr = LoadBinaryFile();
} else if (IsAsciiSTL(mBuffer, fileSize)) {
LoadASCIIFile();
LoadASCIIFile( pScene->mRootNode );
} else {
throw DeadlyImportError( "Failed to determine STL storage representation for " + pFile + ".");
}
// add all created meshes to the single node
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
/*pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes; i++)
pScene->mRootNode->mMeshes[i] = i;
*/
// create a single default material, using a white diffuse color for consistency with
// other geometric types (e.g., PLY).
aiMaterial* pcMat = new aiMaterial();
@ -231,11 +233,12 @@ void STLImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
pScene->mMaterials = new aiMaterial*[1];
pScene->mMaterials[0] = pcMat;
}
// ------------------------------------------------------------------------------------------------
// Read an ASCII STL file
void STLImporter::LoadASCIIFile()
{
void STLImporter::LoadASCIIFile( aiNode *root ) {
std::vector<aiMesh*> meshes;
std::vector<aiNode*> nodes;
const char* sz = mBuffer;
const char* bufferEnd = mBuffer + fileSize;
std::vector<aiVector3D> positionBuffer;
@ -247,12 +250,15 @@ void STLImporter::LoadASCIIFile()
positionBuffer.reserve(sizeEstimate);
normalBuffer.reserve(sizeEstimate);
while (IsAsciiSTL(sz, static_cast<unsigned int>(bufferEnd - sz)))
{
while (IsAsciiSTL(sz, static_cast<unsigned int>(bufferEnd - sz))) {
std::vector<unsigned int> meshIndices;
aiMesh* pMesh = new aiMesh();
pMesh->mMaterialIndex = 0;
meshIndices.push_back( meshes.size() );
meshes.push_back(pMesh);
aiNode *node = new aiNode;
node->mParent = root;
nodes.push_back( node );
SkipSpaces(&sz);
ai_assert(!IsLineEnd(sz));
@ -265,20 +271,21 @@ void STLImporter::LoadASCIIFile()
size_t temp;
// setup the name of the node
if ((temp = (size_t)(sz-szMe))) {
if ((temp = (size_t)(sz-szMe))) {
if (temp >= MAXLEN) {
throw DeadlyImportError( "STL: Node name too long" );
}
pScene->mRootNode->mName.length = temp;
memcpy(pScene->mRootNode->mName.data,szMe,temp);
pScene->mRootNode->mName.data[temp] = '\0';
std::string name( szMe, temp );
node->mName.Set( name.c_str() );
//pScene->mRootNode->mName.length = temp;
//memcpy(pScene->mRootNode->mName.data,szMe,temp);
//pScene->mRootNode->mName.data[temp] = '\0';
} else {
pScene->mRootNode->mName.Set("<STL_ASCII>");
}
else pScene->mRootNode->mName.Set("<STL_ASCII>");
unsigned int faceVertexCounter = 3;
for ( ;; )
{
for ( ;; ) {
// go to the next token
if(!SkipSpacesAndLineEnd(&sz))
{
@ -300,9 +307,7 @@ void STLImporter::LoadASCIIFile()
SkipSpaces(&sz);
if (strncmp(sz,"normal",6)) {
DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found");
}
else
{
} else {
if (sz[6] == '\0') {
throw DeadlyImportError("STL: unexpected EOF while parsing facet");
}
@ -316,16 +321,11 @@ void STLImporter::LoadASCIIFile()
normalBuffer.push_back(*vn);
normalBuffer.push_back(*vn);
}
}
// vertex 1.50000 1.50000 0.00000
else if (!strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6)))
{
} else if (!strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6))) { // vertex 1.50000 1.50000 0.00000
if (faceVertexCounter >= 3) {
DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found");
++sz;
}
else
{
} else {
if (sz[6] == '\0') {
throw DeadlyImportError("STL: unexpected EOF while parsing facet");
}
@ -340,17 +340,14 @@ void STLImporter::LoadASCIIFile()
sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->z );
faceVertexCounter++;
}
}
else if (!::strncmp(sz,"endsolid",8)) {
} else if (!::strncmp(sz,"endsolid",8)) {
do {
++sz;
} while (!::IsLineEnd(*sz));
SkipSpacesAndLineEnd(&sz);
// finished!
break;
}
// else skip the whole identifier
else {
} else { // else skip the whole identifier
do {
++sz;
} while (!::IsSpaceOrNewLine(*sz));
@ -380,13 +377,22 @@ void STLImporter::LoadASCIIFile()
// now copy faces
addFacesToMesh(pMesh);
// assign the meshes to the current node
pushMeshesToNode( meshIndices, node );
}
// now add the loaded meshes
pScene->mNumMeshes = (unsigned int)meshes.size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
for (size_t i = 0; i < meshes.size(); i++)
{
pScene->mMeshes[i] = meshes[i];
for (size_t i = 0; i < meshes.size(); i++) {
pScene->mMeshes[ i ] = meshes[i];
}
root->mNumChildren = nodes.size();
root->mChildren = new aiNode*[ root->mNumChildren ];
for ( size_t i=0; i<nodes.size(); ++i ) {
root->mChildren[ i ] = nodes[ i ];
}
}
@ -513,4 +519,18 @@ bool STLImporter::LoadBinaryFile()
return false;
}
void STLImporter::pushMeshesToNode( std::vector<unsigned int> &meshIndices, aiNode *node ) {
ai_assert( nullptr != node );
if ( meshIndices.empty() ) {
return;
}
node->mNumMeshes = static_cast<unsigned int>( meshIndices.size() );
node->mMeshes = new unsigned int[ meshIndices.size() ];
for ( size_t i=0; i<meshIndices.size(); ++i ) {
node->mMeshes[ i ] = meshIndices[ i ];
}
meshIndices.clear();
}
#endif // !! ASSIMP_BUILD_NO_STL_IMPORTER

View File

@ -48,53 +48,61 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseImporter.h"
#include <assimp/types.h>
namespace Assimp {
// Forward declarations
struct aiNode;
namespace Assimp {
// ---------------------------------------------------------------------------
/** Importer class for the sterolithography STL file format
*/
class STLImporter : public BaseImporter
{
/**
* @brief Importer class for the sterolithography STL file format.
*/
class STLImporter : public BaseImporter {
public:
/**
* @brief STLImporter, the class default constructor.
*/
STLImporter();
/**
* @brief The class destructor.
*/
~STLImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details.
/**
* @brief Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details.
*/
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
protected:
// -------------------------------------------------------------------
/** Return importer meta information.
* See #BaseImporter::GetInfo for the details
/**
* @brief Return importer meta information.
* See #BaseImporter::GetInfo for the details
*/
const aiImporterDesc* GetInfo () const;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
/**
* @brief Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Loads a binary .stl file
/**
* @brief Loads a binary .stl file
* @return true if the default vertex color must be used as material color
*/
*/
bool LoadBinaryFile();
// -------------------------------------------------------------------
/** Loads a ASCII text .stl file
*/
void LoadASCIIFile();
/**
* @brief Loads a ASCII text .stl file
*/
void LoadASCIIFile( aiNode *root );
void pushMeshesToNode( std::vector<unsigned int> &meshIndices, aiNode *node );
protected:

View File

@ -40,10 +40,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file Defines a helper class to evaluate subdivision surfaces.*/
#pragma once
#ifndef AI_SUBDISIVION_H_INC
#define AI_SUBDISIVION_H_INC
#include <cstddef>
#include <assimp/types.h>
struct aiMesh;
namespace Assimp {
@ -52,8 +55,7 @@ namespace Assimp {
/** Helper class to evaluate subdivision surfaces. Different algorithms
* are provided for choice. */
// ------------------------------------------------------------------------------
class Subdivider
{
class ASSIMP_API Subdivider {
public:
/** Enumerates all supported subvidision algorithms */
@ -61,12 +63,7 @@ public:
CATMULL_CLARKE = 0x1
};
public:
virtual ~Subdivider() {
}
public:
virtual ~Subdivider();
// ---------------------------------------------------------------
/** Create a subdivider of a specific type
@ -119,9 +116,13 @@ public:
unsigned int num,
bool discard_input = false) = 0;
private:
};
inline
Subdivider::~Subdivider() {
// empty
}
} // end namespace Assimp

View File

@ -317,7 +317,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
info.lockedPos = AI_TT_UV_IDX_LOCK_TBD;
}
// Get all coresponding meshes
// Get all corresponding meshes
for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {
aiMesh* mesh = pScene->mMeshes[n];
if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0])

View File

@ -692,7 +692,7 @@ bool found = false;
return true;
}
X3DExporter::X3DExporter(const char* pFileName, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
X3DExporter::X3DExporter(const char* pFileName, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
: mScene(pScene)
{
list<SAttribute> attr_list;

View File

@ -27,7 +27,7 @@ namespace Assimp
///
/// Pay attention that X3D is format for interactive graphic and simulations for web browsers. aiScene can not contain all features of the X3D format.
/// Also, aiScene contain rasterized-like data. For example, X3D can describe circle all cylinder with one tag, but aiScene contain result of tesselation:
/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but thats not good idea at all.
/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but that's not a good idea at all.
///
/// Supported nodes:
/// Core component:
@ -96,7 +96,7 @@ private:
aiMatrix4x4 Matrix_GlobalToCurrent(const aiNode& pNode) const;
/// \fn void AttrHelper_CommaToPoint(std::string& pStringWithComma)
/// Convert commas in string to points. Thats need because "std::to_string" result depend on locale (regional settings).
/// Convert commas in string to points. That's needed because "std::to_string" result depends on locale (regional settings).
/// \param [in, out] pStringWithComma - reference to string, which must be modified.
void AttrHelper_CommaToPoint(std::string& pStringWithComma) { for(char& c: pStringWithComma) { if(c == ',') c = '.'; } }

View File

@ -176,7 +176,7 @@ namespace Assimp {
/// Ignored attributes: "creaseAngle", "convex", "solid".
///
/// Texture coordinates generating: only for Sphere, Cone, Cylinder. In all other case used PLANE mapping.
/// It's better that Assimp main code has powerfull texture coordinates generator. Then is not needed to
/// It's better that Assimp main code has powerful texture coordinates generator. Then is not needed to
/// duplicate this code in every importer.
///
/// Lighting limitations.
@ -401,10 +401,10 @@ private:
/************** Functions: XML set *************/
/***********************************************/
/// Chek if current node is empty: <node />. If not then exception will throwed.
/// Check if current node is empty: <node />. If not then exception will throwed.
void XML_CheckNode_MustBeEmpty();
/// Chek if current node name is equal to pNodeName.
/// Check if current node name is equal to pNodeName.
/// \param [in] pNodeName - name for checking.
/// return true if current node name is equal to pNodeName, else - false.
bool XML_CheckNode_NameEqual(const std::string& pNodeName) { return mReader->getNodeName() == pNodeName; }

View File

@ -105,7 +105,7 @@ bool X3DImporter::ParseHelper_CheckRead_X3DMetadataObject()
return true;
}
void X3DImporter::ParseNode_Metadata(CX3DImporter_NodeElement* pParentElement, const std::string& pNodeName)
void X3DImporter::ParseNode_Metadata(CX3DImporter_NodeElement* pParentElement, const std::string& /*pNodeName*/)
{
ParseHelper_Node_Enter(pParentElement);
MACRO_NODECHECK_METADATA(mReader->getNodeName());

View File

@ -403,7 +403,7 @@ namespace glTF2
virtual ~Object() {}
//! Maps special IDs to another ID, where needed. Subclasses may override it (statically)
static const char* TranslateId(Asset& r, const char* id)
static const char* TranslateId(Asset& /*r*/, const char* id)
{ return id; }
};

View File

@ -332,7 +332,7 @@ inline Buffer::~Buffer()
for(SEncodedRegion* reg : EncodedRegion_List) delete reg;
}
inline const char* Buffer::TranslateId(Asset& r, const char* id)
inline const char* Buffer::TranslateId(Asset& /*r*/, const char* id)
{
return id;
}
@ -667,7 +667,7 @@ inline Image::Image()
}
inline void Image::Read(Value& obj, Asset& r)
inline void Image::Read(Value& obj, Asset& /*r*/)
{
if (!mDataLength) {
if (Value* uri = FindString(obj, "uri")) {
@ -712,7 +712,7 @@ inline void Image::SetData(uint8_t* data, size_t length, Asset& r)
}
}
inline void Sampler::Read(Value& obj, Asset& r)
inline void Sampler::Read(Value& obj, Asset& /*r*/)
{
SetDefaults();
@ -930,7 +930,7 @@ inline void Mesh::Read(Value& pJSON_Object, Asset& pAsset_Root)
}
}
inline void Camera::Read(Value& obj, Asset& r)
inline void Camera::Read(Value& obj, Asset& /*r*/)
{
type = MemberOrDefault(obj, "type", Camera::Perspective);
@ -1131,7 +1131,7 @@ inline void Asset::ReadExtensionsUsed(Document& doc)
#undef CHECK_EXT
}
inline IOStream* Asset::OpenFile(std::string path, const char* mode, bool absolute)
inline IOStream* Asset::OpenFile(std::string path, const char* mode, bool /*absolute*/)
{
#ifdef ASSIMP_API
return mIOSystem->Open(path, mode);

View File

@ -72,7 +72,7 @@ namespace glTF2 {
return val;
}
inline Value& MakeValue(Value& val, float r, MemoryPoolAllocator<>& al) {
inline Value& MakeValue(Value& val, float r, MemoryPoolAllocator<>& /*al*/) {
val.SetDouble(r);
return val;
@ -171,7 +171,7 @@ namespace glTF2 {
obj.AddMember("target", int(bv.target), w.mAl);
}
inline void Write(Value& obj, Camera& c, AssetWriter& w)
inline void Write(Value& /*obj*/, Camera& /*c*/, AssetWriter& /*w*/)
{
}
@ -432,7 +432,7 @@ namespace glTF2 {
}
}
inline void Write(Value& obj, Program& b, AssetWriter& w)
inline void Write(Value& /*obj*/, Program& /*b*/, AssetWriter& /*w*/)
{
}
@ -465,7 +465,7 @@ namespace glTF2 {
AddRefsVector(scene, "nodes", s.nodes, w.mAl);
}
inline void Write(Value& obj, Shader& b, AssetWriter& w)
inline void Write(Value& /*obj*/, Shader& /*b*/, AssetWriter& /*w*/)
{
}

View File

@ -56,7 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/material.h>
#include <assimp/scene.h>
// Header files, standart library.
// Header files, standard library.
#include <memory>
#include <inttypes.h>
@ -80,7 +80,7 @@ namespace Assimp {
} // end of namespace Assimp
glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
const ExportProperties* pProperties, bool isBinary)
const ExportProperties* pProperties, bool /*isBinary*/)
: mFilename(filename)
, mIOSystem(pIOSystem)
, mProperties(pProperties)

View File

@ -159,21 +159,21 @@ static void CopyValue(const glTF2::mat4& v, aiMatrix4x4& o)
o.a4 = v[12]; o.b4 = v[13]; o.c4 = v[14]; o.d4 = v[15];
}
inline void SetMaterialColorProperty(Asset& r, vec4& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
inline void SetMaterialColorProperty(Asset& /*r*/, vec4& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
{
aiColor4D col;
CopyValue(prop, col);
mat->AddProperty(&col, 1, pKey, type, idx);
}
inline void SetMaterialColorProperty(Asset& r, vec3& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
inline void SetMaterialColorProperty(Asset& /*r*/, vec3& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
{
aiColor4D col;
CopyValue(prop, col);
mat->AddProperty(&col, 1, pKey, type, idx);
}
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::TextureInfo prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF2::TextureInfo prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
{
if (prop.texture && prop.texture->source) {
aiString uri(prop.texture->source->uri);
@ -296,6 +296,7 @@ static inline void SetFace(aiFace& face, int a, int b, int c)
face.mIndices[2] = c;
}
#ifdef ASSIMP_BUILD_DEBUG
static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
{
for (unsigned i = 0; i < nFaces; ++i) {
@ -307,6 +308,7 @@ static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsign
}
return true;
}
#endif // ASSIMP_BUILD_DEBUG
void glTF2Importer::ImportMeshes(glTF2::Asset& r)
{

View File

@ -393,7 +393,7 @@ namespace glTF
virtual ~Object() {}
//! Maps special IDs to another ID, where needed. Subclasses may override it (statically)
static const char* TranslateId(Asset& r, const char* id)
static const char* TranslateId(Asset& /*r*/, const char* id)
{ return id; }
};

View File

@ -675,7 +675,7 @@ inline void Image::SetData(uint8_t* data, size_t length, Asset& r)
}
}
inline void Sampler::Read(Value& obj, Asset& r)
inline void Sampler::Read(Value& obj, Asset& /*r*/)
{
SetDefaults();
@ -1093,7 +1093,7 @@ Ref<Buffer> buf = pAsset_Root.buffers.Get(pCompression_Open3DGC.Buffer);
}
#endif
inline void Camera::Read(Value& obj, Asset& r)
inline void Camera::Read(Value& obj, Asset& /*r*/)
{
type = MemberOrDefault(obj, "type", Camera::Perspective);
@ -1116,7 +1116,7 @@ inline void Camera::Read(Value& obj, Asset& r)
}
}
inline void Light::Read(Value& obj, Asset& r)
inline void Light::Read(Value& obj, Asset& /*r*/)
{
SetDefaults();
@ -1414,7 +1414,7 @@ inline void Asset::ReadExtensionsUsed(Document& doc)
#undef CHECK_EXT
}
inline IOStream* Asset::OpenFile(std::string path, const char* mode, bool absolute)
inline IOStream* Asset::OpenFile(std::string path, const char* mode, bool /*absolute*/)
{
#ifdef ASSIMP_API
return mIOSystem->Open(path, mode);

View File

@ -187,7 +187,7 @@ namespace glTF {
obj.AddMember("target", int(bv.target), w.mAl);
}
inline void Write(Value& obj, Camera& c, AssetWriter& w)
inline void Write(Value& /*obj*/, Camera& /*c*/, AssetWriter& /*w*/)
{
}
@ -398,7 +398,7 @@ namespace glTF {
}
}
inline void Write(Value& obj, Program& b, AssetWriter& w)
inline void Write(Value& /*obj*/, Program& /*b*/, AssetWriter& /*w*/)
{
}
@ -424,7 +424,7 @@ namespace glTF {
AddRefsVector(scene, "nodes", s.nodes, w.mAl);
}
inline void Write(Value& obj, Shader& b, AssetWriter& w)
inline void Write(Value& /*obj*/, Shader& /*b*/, AssetWriter& /*w*/)
{
}
@ -452,7 +452,7 @@ namespace glTF {
}
inline void Write(Value& obj, Technique& b, AssetWriter& w)
inline void Write(Value& /*obj*/, Technique& /*b*/, AssetWriter& /*w*/)
{
}
@ -467,7 +467,7 @@ namespace glTF {
}
}
inline void Write(Value& obj, Light& b, AssetWriter& w)
inline void Write(Value& /*obj*/, Light& /*b*/, AssetWriter& /*w*/)
{
}

View File

@ -56,7 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/material.h>
#include <assimp/scene.h>
// Header files, standart library.
// Header files, standard library.
#include <memory>
#include <inttypes.h>

View File

@ -154,7 +154,7 @@ static void CopyValue(const glTF::mat4& v, aiMatrix4x4& o)
o.a4 = v[12]; o.b4 = v[13]; o.c4 = v[14]; o.d4 = v[15];
}
inline void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF::TexProperty prop, aiMaterial* mat,
inline void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF::TexProperty prop, aiMaterial* mat,
aiTextureType texType, const char* pKey, unsigned int type, unsigned int idx)
{
if (prop.texture) {
@ -234,6 +234,7 @@ static inline void SetFace(aiFace& face, int a, int b, int c)
face.mIndices[2] = c;
}
#ifdef ASSIMP_BUILD_DEBUG
static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
{
for (unsigned i = 0; i < nFaces; ++i) {
@ -245,6 +246,7 @@ static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsign
}
return true;
}
#endif // ASSIMP_BUILD_DEBUG
void glTFImporter::ImportMeshes(glTF::Asset& r)
{

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@ -125,7 +125,7 @@ namespace o3dgc
}
return true;
}
inline bool IsCase6(long degree, long numIndices, const long * const ops, const long * const indices)
inline bool IsCase6(long degree, long numIndices, const long * const ops, const long * const /*indices*/)
{
// ops: 0000000 indices:
if (numIndices!= 0)

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@ -191,7 +191,7 @@ Reference *DDLNode::getReferences() const {
return m_references;
}
void DDLNode::dump(IOStreamBase &stream) {
void DDLNode::dump(IOStreamBase &/*stream*/) {
// Todo!
}

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@ -294,7 +294,7 @@ Reference *Value::getRef() const {
return (Reference*) m_data;
}
void Value::dump( IOStreamBase &stream ) {
void Value::dump( IOStreamBase &/*stream*/ ) {
switch( m_type ) {
case ddl_none:
std::cout << "None" << std::endl;

View File

@ -42,6 +42,10 @@ struct Property;
template<class T>
inline
bool isEmbeddedCommentOpenTag( T *in, T *end ) {
if ( in == end ) {
return false;
}
if ( in == '/' && in+1 == '*' ) {
return true;
}

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@ -725,7 +725,7 @@ RECURSIVE = YES
# Note that relative paths are relative to the directory from which doxygen is
# run.
EXCLUDE =
EXCLUDE = irrXML.h
# The EXCLUDE_SYMLINKS tag can be used to select whether or not files or
# directories that are symbolic links (a Unix file system feature) are excluded
@ -1742,7 +1742,7 @@ UML_LOOK = NO
# the class node. If there are many fields or methods and many nodes the
# graph may become too big to be useful. The UML_LIMIT_NUM_FIELDS
# threshold limits the number of items for each type to make the size more
# managable. Set this to 0 for no limit. Note that the threshold may be
# manageable. Set this to 0 for no limit. Note that the threshold may be
# exceeded by 50% before the limit is enforced.
UML_LIMIT_NUM_FIELDS = 10

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@ -60,7 +60,7 @@ that it has not been implemented yet and some (most ...) formats lack proper spe
<b>Stanford Ply</b> ( <i>*.ply</i> )<br>
<b>TrueSpace</b> ( <i>*.cob, *.scn</i> )<sup>2</sup><br><br>
</tt>
See the @link importer_notes Importer Notes Page @endlink for informations, what a specific importer can do and what not.
See the @link importer_notes Importer Notes Page @endlink for information, what a specific importer can do and what not.
Note that although this paper claims to be the official documentation,
http://assimp.sourceforge.net/main_features_formats.html
<br>is usually the most up-to-date list of file formats supported by the library. <br>
@ -81,7 +81,7 @@ formats handle the required endian conversion correctly, so large parts of the l
The assimp linker library and viewer application are provided under the BSD 3-clause license. This basically means
that you are free to use it in open- or closed-source projects, for commercial or non-commercial purposes as you like
as long as you retain the license informations and take own responsibility for what you do with it. For details see
as long as you retain the license information and take own responsibility for what you do with it. For details see
the LICENSE file.
You can find test models for almost all formats in the <assimp_root>/test/models directory. Beware, they're *free*,
@ -1420,7 +1420,7 @@ IFC file properties (IfcPropertySet) are kept as per-node metadata, see aiNode::
This section contains implementations notes for the OgreXML importer.
@subsection overview Overview
Ogre importer is currently optimized for the Blender Ogre exporter, because thats the only one that I use. You can find the Blender Ogre exporter at: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922
Ogre importer is currently optimized for the Blender Ogre exporter, because that's the only one that I use. You can find the Blender Ogre exporter at: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922
@subsection what What will be loaded?
@ -1434,7 +1434,7 @@ Skeleton: Skeleton with Bone hierarchy (Position and Rotation, but no Scaling in
animations with rotation, translation and scaling keys.
@subsection export_Blender How to export Files from Blender
You can find informations about how to use the Ogreexporter by your own, so here are just some options that you need, so the assimp
You can find information about how to use the Ogreexporter by your own, so here are just some options that you need, so the assimp
importer will load everything correctly:
- Use either "Rendering Material" or "Custom Material" see @ref material
- do not use "Flip Up Axies to Y"
@ -1543,7 +1543,7 @@ Done! Please, share your loader that everyone can profit from it!
@section properties Properties
You can use properties to chance the behavior of you importer. In order to do so, you have to overide BaseImporter::SetupProperties, and specify
You can use properties to chance the behavior of you importer. In order to do so, you have to override BaseImporter::SetupProperties, and specify
you custom properties in config.h. Just have a look to the other AI_CONFIG_IMPORT_* defines and you will understand, how it works.
The properties can be set with Importer::SetProperty***() and can be accessed in your SetupProperties function with Importer::GetProperty***(). You can

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@ -171,7 +171,7 @@ public:
* Any IO handlers set via #SetIOHandler are ignored here.
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene. */
const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = NULL);
const aiExportDataBlob* ExportToBlob(const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing = 0u, const ExportProperties* = NULL);
const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const std::string& pFormatId, unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = NULL);
// -------------------------------------------------------------------

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@ -903,7 +903,7 @@ enum aiComponent
/** @brief Set the tessellation for IFC cylindrical shapes.
*
* This is used by the IFC importer to determine the tessellation parameter
* for cylindrical shapes, i.e. the number of segments used to aproximate a circle.
* for cylindrical shapes, i.e. the number of segments used to approximate a circle.
* @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the
* accepted values are in range [3, 180].
* Property type: Integer.

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@ -206,7 +206,7 @@ class MeshKey(Structure):
("mTime", c_double),
# Index into the aiMesh::mAnimMeshes array of the
# mesh coresponding to the
# mesh corresponding to the
#aiMeshAnim hosting this
# key frame. The referenced anim mesh is evaluated
# according to the rules defined in the docs for

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@ -895,7 +895,7 @@ class PyAssimp3DViewer:
aspect = camera.aspect
u = 0.1 # unit size (in m)
l = 3 * u # lenght of the camera cone
l = 3 * u # length of the camera cone
f = 3 * u # aperture of the camera cone
glPushMatrix()

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@ -897,7 +897,7 @@ class PyAssimp3DViewer:
aspect = camera.aspect
u = 0.1 # unit size (in m)
l = 3 * u # lenght of the camera cone
l = 3 * u # length of the camera cone
f = 3 * u # aperture of the camera cone
glPushMatrix()

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@ -583,7 +583,7 @@ def clip_matrix(left, right, bottom, top, near, far, perspective=False):
orthographic canonical view volume (a box).
Homogeneous coordinates transformed by the perspective clip matrix
need to be dehomogenized (devided by w coordinate).
need to be dehomogenized (divided by w coordinate).
>>> frustrum = numpy.random.rand(6)
>>> frustrum[1] += frustrum[0]

View File

@ -51,7 +51,7 @@ import assimp.types;
extern ( C ) {
/*
* These limits are required to match the settings Assimp was compiled
* against. Therfore, do not redefine them unless you build the library
* against. Therefore, do not redefine them unless you build the library
* from source using the same definitions.
*/

View File

@ -1951,7 +1951,7 @@ error:
if (NULL == exception)
{
/* thats really a problem because we cannot throw in this case */
/* that's really a problem because we cannot throw in this case */
env->FatalError("could not throw java.io.IOException");
}
gLastErrorString = imp.GetErrorString();

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@ -114,7 +114,7 @@
%include "interface/IOSystem.i"
// We have to "instanciate" the templates used by the ASSSIMP_*_ARRAY macros
// We have to "instantiate" the templates used by the ASSSIMP_*_ARRAY macros
// here at the end to avoid running into forward reference issues (SWIG would
// spit out the helper functions before the header includes for the element
// types otherwise).

View File

@ -641,7 +641,7 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink,const CVTimeS
{
for(MeshHelper* helper in modelMeshes)
{
// Set up meterial state.
// Set up material state.
glCallList(helper.displayList);
}
}

View File

@ -179,7 +179,7 @@ extern void exit(int);
glutSpecialUpFunc, glutIgnoreKeyRepeat, glutSetKeyRepeat,
glutJoystickFunc, glutForceJoystickFunc (NOT FINALIZED!).
**/
#ifndef GLUT_API_VERSION /* allow this to be overriden */
#ifndef GLUT_API_VERSION /* allow this to be overridden */
#define GLUT_API_VERSION 3
#endif
@ -219,7 +219,7 @@ extern void exit(int);
GLUT_XLIB_IMPLEMENTATION=15 mjk's GLUT 3.7 beta sync'ed with Mesa <GL/glut.h>
**/
#ifndef GLUT_XLIB_IMPLEMENTATION /* Allow this to be overriden. */
#ifndef GLUT_XLIB_IMPLEMENTATION /* Allow this to be overridden. */
#define GLUT_XLIB_IMPLEMENTATION 15
#endif

View File

@ -129,8 +129,10 @@ SET( TEST_SRCS
unit/utVersion.cpp
unit/utVector3.cpp
unit/utXImporterExporter.cpp
unit/utX3DImportExport.cpp
unit/utD3MFImportExport.cpp
unit/utQ3DImportExport.cpp
unit/utSTLImportExport.cpp
unit/utProfiler.cpp
)
SET( POST_PROCESSES

View File

@ -32,7 +32,7 @@ L'utilizzo della Creative Commons non influisce su questo diritto.
************************************************
This model is released under Creative Commons Licence, Attribution 2.0
for informations see:
for information see:
http://creativecommons.org
http://creativecommons.org/licenses/by/2.0/
feel free to use and improve it.

View File

@ -1 +1 @@
Simple models for testing importer. No desription because models are simple and created by hands.
Simple models for testing importer. No description because models are simple and created by hand.

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@ -0,0 +1,18 @@
solid testTriangle_1
facet normal 0.0 0.0 1.0
outer loop
vertex 1.0 1.0 0.0
vertex -1.0 1.0 0.0
vertex 0.0 -1.0 0.0
endloop
endfacet
endsolid
solid testTriangle_2
facet normal 0.0 0.0 1.0
outer loop
vertex 3.0 3.0 0.0
vertex 2.0 3.0 0.0
vertex 0.0 2.0 0.0
endloop
endfacet
endsolid

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@ -205,6 +205,7 @@ protected:
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/OBJ/spider.obj", 0 );
EXPECT_NE( nullptr, scene );
EXPECT_EQ( aiReturn_SUCCESS, exporter.Export( scene, "obj", ASSIMP_TEST_MODELS_DIR "/OBJ/spider_test.obj" ) );
EXPECT_EQ( aiReturn_SUCCESS, exporter.Export( scene, "objnomtl", ASSIMP_TEST_MODELS_DIR "/OBJ/spider_nomtl_test.obj" ) );
return true;
}
@ -305,3 +306,38 @@ TEST_F(utObjImportExport, relative_indices_Test) {
}
}
TEST_F(utObjImportExport, homogeneous_coordinates_Test) {
static const std::string ObjModel =
"v -0.500000 0.000000 0.400000 0.50000\n"
"v -0.500000 0.000000 -0.800000 1.00000\n"
"v 0.500000 1.000000 -0.800000 0.5000\n"
"f 1 2 3\nB";
Assimp::Importer myimporter;
const aiScene *scene = myimporter.ReadFileFromMemory(ObjModel.c_str(), ObjModel.size(), aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_EQ(scene->mNumMeshes, 1);
const aiMesh *mesh = scene->mMeshes[0];
EXPECT_EQ(mesh->mNumVertices, 3);
EXPECT_EQ(mesh->mNumFaces, 1);
const aiFace face = mesh->mFaces[0];
EXPECT_EQ(face.mNumIndices, 3);
const aiVector3D vertice = mesh->mVertices[0];
EXPECT_EQ(vertice.x, -1.0f);
EXPECT_EQ(vertice.y, 0.0f);
EXPECT_EQ(vertice.z, 0.8f);
}
TEST_F(utObjImportExport, 0based_array_Test) {
static const std::string ObjModel =
"v -0.500000 0.000000 0.400000\n"
"v -0.500000 0.000000 -0.800000\n"
"v -0.500000 1.000000 -0.800000\n"
"f 0 1 2\nB";
Assimp::Importer myimporter;
const aiScene *scene = myimporter.ReadFileFromMemory(ObjModel.c_str(), ObjModel.size(), 0);
EXPECT_EQ(nullptr, scene);
}

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@ -0,0 +1,68 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2017, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "UnitTestPCH.h"
#include "SceneDiffer.h"
#include "AbstractImportExportBase.h"
#include <assimp/Importer.hpp>
using namespace Assimp;
class utSTLImporterExporter : public AbstractImportExportBase {
public:
virtual bool importerTest() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/STL/Spider_ascii.stl", 0 );
return nullptr != scene;
}
};
TEST_F( utSTLImporterExporter, importXFromFileTest ) {
EXPECT_TRUE( importerTest() );
}
TEST_F( utSTLImporterExporter, test_with_two_solids ) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/STL/triangle_with_two_solids.stl", 0 );
EXPECT_NE( nullptr, scene );
}

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@ -0,0 +1,62 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2017, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "UnitTestPCH.h"
#include "SceneDiffer.h"
#include "AbstractImportExportBase.h"
#include <assimp/Importer.hpp>
using namespace Assimp;
class utX3DImportExport : public AbstractImportExportBase {
public:
virtual bool importerTest() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/X3D/ComputerKeyboard.x3d", 0 );
return nullptr != scene;
}
};
TEST_F( utX3DImportExport, importX3DFromFileTest ) {
EXPECT_TRUE( importerTest() );
}

View File

@ -561,7 +561,7 @@ void CGLView::Enable_Textures(const bool pEnable)
}
/********************************************************************/
/*********************** Overrided functions ************************/
/*********************** Override functions ************************/
/********************************************************************/
void CGLView::initializeGL()

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@ -249,13 +249,13 @@ private:
void Draw_BBox(const SBBox& pBBox);
/********************************************************************/
/*********************** Overrided functions ************************/
/*********************** Override functions ************************/
/********************************************************************/
protected:
void drawCoordSystem();
/// \fn void initializeGL() override
/// Overrided function for initialise OpenGL.
/// Override function to initialise OpenGL.
void initializeGL() override;
/// \fn void resizeGL(int pWidth, int pHeight) override
@ -264,7 +264,7 @@ protected:
void resizeGL(int pWidth, int pHeight) override;
/// \fn void paintGL() override
/// Overrided function for rendering.
/// Override function for rendering.
void paintGL() override;
public:

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@ -107,7 +107,7 @@ void MainWindow::LogError(const QString& pMessage)
}
/********************************************************************/
/*********************** Overrided functions ************************/
/*********************** Override functions ************************/
/********************************************************************/
void MainWindow::mousePressEvent(QMouseEvent* pEvent)

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@ -65,23 +65,23 @@ private:
void LogError(const QString& pMessage);
/********************************************************************/
/*********************** Overrided functions ************************/
/*********************** Override functions ************************/
/********************************************************************/
protected:
/// \fn void mousePressEvent(QMouseEvent* pEvent) override
/// Overrided function which handle mouse event "button pressed".
/// Override function which handles mouse event "button pressed".
/// \param [in] pEvent - pointer to event data.
void mousePressEvent(QMouseEvent* pEvent) override;
/// \fn void mouseMoveEvent(QMouseEvent* pEvent) override
/// Overrided function which handle mouse event "move".
/// Override function which handles mouse event "move".
/// \param [in] pEvent - pointer to event data.
void mouseMoveEvent(QMouseEvent* pEvent) override;
/// \fn void keyPressEvent(QKeyEvent* pEvent) override
/// Overrided function which handle key event "key pressed".
/// Override function which handles key event "key pressed".
/// \param [in] pEvent - pointer to event data.
void keyPressEvent(QKeyEvent* pEvent) override;

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@ -189,7 +189,7 @@ BEGIN
LTEXT "Angle limit (in degrees):",IDC_STATIC,13,10,76,8
LTEXT "The angle limit defines the maximum angle that may be between two adjacent face normals that they're smoothed together.",IDC_STATIC,13,31,253,19
CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,113,278,1
LTEXT "This setting is also used during import, but it can be overriden by single model importers to match the original look of a model as closely as possible. Examples include 3DS, ASE and LWO, all of them relying on smoothing groups and their own angle limits. ",IDC_STATIC,13,51,254,33
LTEXT "This setting is also used during import, but it can be overridden by single model importers to match the original look of a model as closely as possible. Examples include 3DS, ASE and LWO, all of them relying on smoothing groups and their own angle limits. ",IDC_STATIC,13,51,254,33
LTEXT "NOTE: New settings don't take effect immediately, use 'Smooth Normals' or 'Reload' to update the model.",IDC_STATIC,14,118,254,22
CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,90,277,1
END