Merge branch 'master' into fix-fbx-document-duplicate-id-leak

pull/4963/head
Kim Kulling 2023-02-23 10:39:52 +01:00 committed by GitHub
commit eb73464055
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14 changed files with 418 additions and 274 deletions

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@ -84,10 +84,6 @@ OPTION( ASSIMP_NO_EXPORT
"Disable Assimp's export functionality." "Disable Assimp's export functionality."
OFF OFF
) )
OPTION( ASSIMP_BUILD_ZLIB
"Build your own zlib"
OFF
)
OPTION( ASSIMP_BUILD_ASSIMP_TOOLS OPTION( ASSIMP_BUILD_ASSIMP_TOOLS
"If the supplementary tools for Assimp are built in addition to the library." "If the supplementary tools for Assimp are built in addition to the library."
OFF OFF
@ -134,6 +130,18 @@ OPTION ( ASSIMP_IGNORE_GIT_HASH
OFF OFF
) )
IF (WIN32)
OPTION( ASSIMP_BUILD_ZLIB
"Build your own zlib"
ON
)
ELSE()
OPTION( ASSIMP_BUILD_ZLIB
"Build your own zlib"
OFF
)
ENDIF()
IF (WIN32) IF (WIN32)
# Use subset of Windows.h # Use subset of Windows.h
ADD_DEFINITIONS( -DWIN32_LEAN_AND_MEAN ) ADD_DEFINITIONS( -DWIN32_LEAN_AND_MEAN )

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@ -150,7 +150,7 @@ AI_WONT_RETURN void B3DImporter::Fail(const string &str) {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
int B3DImporter::ReadByte() { int B3DImporter::ReadByte() {
if (_pos > _buf.size()) { if (_pos >= _buf.size()) {
Fail("EOF"); Fail("EOF");
} }

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@ -975,7 +975,7 @@ void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7 **apcOutBones)
} }
// store the name of the bone // store the name of the bone
pcOutBone->mName.length = (size_t)iMaxLen; pcOutBone->mName.length = static_cast<ai_uint32>(iMaxLen);
::memcpy(pcOutBone->mName.data, pcBone->name, pcOutBone->mName.length); ::memcpy(pcOutBone->mName.data, pcBone->name, pcOutBone->mName.length);
pcOutBone->mName.data[pcOutBone->mName.length] = '\0'; pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
} }

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@ -486,7 +486,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
for (unsigned int j = 0,n = 0; j < m->mNumFaces; ++j) { for (unsigned int j = 0,n = 0; j < m->mNumFaces; ++j) {
aiFace& f = m->mFaces[j]; aiFace& f = m->mFaces[j];
if (g.triangles[j]>triangles.size()) { if (g.triangles[j] >= triangles.size()) {
throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed"); throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
} }
@ -494,7 +494,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
f.mIndices = new unsigned int[f.mNumIndices=3]; f.mIndices = new unsigned int[f.mNumIndices=3];
for (unsigned int k = 0; k < 3; ++k,++n) { for (unsigned int k = 0; k < 3; ++k,++n) {
if (t.indices[k]>vertices.size()) { if (t.indices[k] >= vertices.size()) {
throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed"); throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
} }

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@ -590,7 +590,7 @@ void SMDImporter::CreateOutputMaterials() {
pScene->mMaterials[iMat] = pcMat; pScene->mMaterials[iMat] = pcMat;
aiString szName; aiString szName;
szName.length = (size_t)ai_snprintf(szName.data,MAXLEN,"Texture_%u",iMat); szName.length = static_cast<ai_uint32>(ai_snprintf(szName.data,MAXLEN,"Texture_%u",iMat));
pcMat->AddProperty(&szName,AI_MATKEY_NAME); pcMat->AddProperty(&szName,AI_MATKEY_NAME);
if (aszTextures[iMat].length()) if (aszTextures[iMat].length())

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@ -836,7 +836,7 @@ namespace glTF2 {
throw DeadlyExportError("Failed to write scene data!"); throw DeadlyExportError("Failed to write scene data!");
} }
uint32_t jsonChunkLength = (docBuffer.GetSize() + 3) & ~3; // Round up to next multiple of 4 uint32_t jsonChunkLength = static_cast<uint32_t>((docBuffer.GetSize() + 3) & ~3); // Round up to next multiple of 4
auto paddingLength = jsonChunkLength - docBuffer.GetSize(); auto paddingLength = jsonChunkLength - docBuffer.GetSize();
GLB_Chunk jsonChunk; GLB_Chunk jsonChunk;
@ -862,7 +862,7 @@ namespace glTF2 {
int GLB_Chunk_count = 1; int GLB_Chunk_count = 1;
uint32_t binaryChunkLength = 0; uint32_t binaryChunkLength = 0;
if (bodyBuffer->byteLength > 0) { if (bodyBuffer->byteLength > 0) {
binaryChunkLength = (bodyBuffer->byteLength + 3) & ~3; // Round up to next multiple of 4 binaryChunkLength = static_cast<uint32_t>((bodyBuffer->byteLength + 3) & ~3); // Round up to next multiple of 4
auto curPaddingLength = binaryChunkLength - bodyBuffer->byteLength; auto curPaddingLength = binaryChunkLength - bodyBuffer->byteLength;
++GLB_Chunk_count; ++GLB_Chunk_count;

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@ -55,13 +55,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <unordered_map> #include <unordered_map>
using namespace Assimp; using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
JoinVerticesProcess::JoinVerticesProcess() = default;
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
JoinVerticesProcess::~JoinVerticesProcess() = default;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field. // Returns whether the processing step is present in the given flag field.
@ -251,6 +244,9 @@ private:
unsigned mNumUVChannels; unsigned mNumUVChannels;
unsigned mNumColorChannels; unsigned mNumColorChannels;
}; };
static constexpr size_t JOINED_VERTICES_MARK = 0x80000000u;
// now start the JoinVerticesProcess // now start the JoinVerticesProcess
int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) { int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8"); static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8");
@ -357,7 +353,8 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
} }
} else{ } else{
// if the vertex is already there just find the replace index that is appropriate to it // if the vertex is already there just find the replace index that is appropriate to it
replaceIndex[a] = it->second; // mark it with JOINED_VERTICES_MARK
replaceIndex[a] = it->second | JOINED_VERTICES_MARK;
} }
} }
@ -386,7 +383,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
aiFace& face = pMesh->mFaces[a]; aiFace& face = pMesh->mFaces[a];
for( unsigned int b = 0; b < face.mNumIndices; b++) { for( unsigned int b = 0; b < face.mNumIndices; b++) {
face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000; face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~JOINED_VERTICES_MARK;
} }
} }
@ -400,17 +397,8 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
for ( unsigned int b = 0; b < bone->mNumWeights; b++ ) { for ( unsigned int b = 0; b < bone->mNumWeights; b++ ) {
const aiVertexWeight& ow = bone->mWeights[ b ]; const aiVertexWeight& ow = bone->mWeights[ b ];
// if the vertex is a unique one, translate it // if the vertex is a unique one, translate it
if ( !( replaceIndex[ ow.mVertexId ] & 0x80000000 ) ) { // filter out joined vertices by JOINED_VERTICES_MARK.
bool weightAlreadyExists = false; if ( !( replaceIndex[ ow.mVertexId ] & JOINED_VERTICES_MARK ) ) {
for (std::vector<aiVertexWeight>::iterator vit = newWeights.begin(); vit != newWeights.end(); ++vit) {
if (vit->mVertexId == replaceIndex[ow.mVertexId]) {
weightAlreadyExists = true;
break;
}
}
if (weightAlreadyExists) {
continue;
}
aiVertexWeight nw; aiVertexWeight nw;
nw.mVertexId = replaceIndex[ ow.mVertexId ]; nw.mVertexId = replaceIndex[ ow.mVertexId ];
nw.mWeight = ow.mWeight; nw.mWeight = ow.mWeight;

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@ -64,8 +64,13 @@ namespace Assimp
*/ */
class ASSIMP_API JoinVerticesProcess : public BaseProcess { class ASSIMP_API JoinVerticesProcess : public BaseProcess {
public: public:
JoinVerticesProcess(); // -------------------------------------------------------------------
~JoinVerticesProcess(); /// @brief The default class constructor.
JoinVerticesProcess() = default;
// -------------------------------------------------------------------
/// @brief The default class destructor.
~JoinVerticesProcess() = default;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field. /** Returns whether the processing step is present in the given flag field.

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@ -6092,8 +6092,8 @@ mz_zip_writer_compute_padding_needed_for_file_alignment(mz_zip_archive *pZip) {
if (!pZip->m_file_offset_alignment) if (!pZip->m_file_offset_alignment)
return 0; return 0;
n = (mz_uint32)(pZip->m_archive_size & (pZip->m_file_offset_alignment - 1)); n = (mz_uint32)(pZip->m_archive_size & (pZip->m_file_offset_alignment - 1));
return (pZip->m_file_offset_alignment - n) & return (mz_uint)((pZip->m_file_offset_alignment - n) &
(pZip->m_file_offset_alignment - 1); (pZip->m_file_offset_alignment - 1));
} }
static mz_bool mz_zip_writer_write_zeros(mz_zip_archive *pZip, static mz_bool mz_zip_writer_write_zeros(mz_zip_archive *pZip,

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@ -14,7 +14,7 @@ __Importers__:
- B3D - B3D
- [BLEND](https://en.wikipedia.org/wiki/.blend_(file_format)) - [BLEND](https://en.wikipedia.org/wiki/.blend_(file_format))
- [BVH](https://en.wikipedia.org/wiki/Biovision_Hierarchy) - [BVH](https://en.wikipedia.org/wiki/Biovision_Hierarchy)
- CMS - CSM
- COB - COB
- [DAE/Collada](https://en.wikipedia.org/wiki/COLLADA) - [DAE/Collada](https://en.wikipedia.org/wiki/COLLADA)
- [DXF](https://en.wikipedia.org/wiki/AutoCAD_DXF) - [DXF](https://en.wikipedia.org/wiki/AutoCAD_DXF)

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@ -3,7 +3,7 @@
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team Copyright (c) 2006-2023, assimp team
All rights reserved. All rights reserved.
@ -111,7 +111,8 @@ extern "C" {
#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS #endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief A single face in a mesh, referring to multiple vertices. /**
* @brief A single face in a mesh, referring to multiple vertices.
* *
* If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3 * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
* it's called 'polygon' (hey, that's just a definition!). * it's called 'polygon' (hey, that's just a definition!).
@ -142,25 +143,25 @@ struct aiFace {
#ifdef __cplusplus #ifdef __cplusplus
//! Default constructor //! @brief Default constructor.
aiFace() AI_NO_EXCEPT aiFace() AI_NO_EXCEPT
: mNumIndices(0), : mNumIndices(0),
mIndices(nullptr) { mIndices(nullptr) {
// empty // empty
} }
//! Default destructor. Delete the index array //! @brief Default destructor. Delete the index array
~aiFace() { ~aiFace() {
delete[] mIndices; delete[] mIndices;
} }
//! Copy constructor. Copy the index array //! @brief Copy constructor. Copy the index array
aiFace(const aiFace &o) : aiFace(const aiFace &o) :
mNumIndices(0), mIndices(nullptr) { mNumIndices(0), mIndices(nullptr) {
*this = o; *this = o;
} }
//! Assignment operator. Copy the index array //! @brief Assignment operator. Copy the index array
aiFace &operator=(const aiFace &o) { aiFace &operator=(const aiFace &o) {
if (&o == this) { if (&o == this) {
return *this; return *this;
@ -178,8 +179,7 @@ struct aiFace {
return *this; return *this;
} }
//! Comparison operator. Checks whether the index array //! @brief Comparison operator. Checks whether the index array of two faces is identical.
//! of two faces is identical
bool operator==(const aiFace &o) const { bool operator==(const aiFace &o) const {
if (mIndices == o.mIndices) { if (mIndices == o.mIndices) {
return true; return true;
@ -202,7 +202,7 @@ struct aiFace {
return true; return true;
} }
//! Inverse comparison operator. Checks whether the index //! @brief Inverse comparison operator. Checks whether the index
//! array of two faces is NOT identical //! array of two faces is NOT identical
bool operator!=(const aiFace &o) const { bool operator!=(const aiFace &o) const {
return !(*this == o); return !(*this == o);
@ -223,14 +223,14 @@ struct aiVertexWeight {
#ifdef __cplusplus #ifdef __cplusplus
//! Default constructor //! @brief Default constructor
aiVertexWeight() AI_NO_EXCEPT aiVertexWeight() AI_NO_EXCEPT
: mVertexId(0), : mVertexId(0),
mWeight(0.0f) { mWeight(0.0f) {
// empty // empty
} }
//! Initialization from a given index and vertex weight factor //! @brief Initialization from a given index and vertex weight factor
//! \param pID ID //! \param pID ID
//! \param pWeight Vertex weight factor //! \param pWeight Vertex weight factor
aiVertexWeight(unsigned int pID, float pWeight) : aiVertexWeight(unsigned int pID, float pWeight) :
@ -261,27 +261,38 @@ struct aiNode;
* position of the bone at the time of binding. * position of the bone at the time of binding.
*/ */
struct aiBone { struct aiBone {
//! The name of the bone. /**
* The name of the bone.
*/
C_STRUCT aiString mName; C_STRUCT aiString mName;
//! The number of vertices affected by this bone. /**
//! The maximum value for this member is #AI_MAX_BONE_WEIGHTS. * The number of vertices affected by this bone.
* The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
*/
unsigned int mNumWeights; unsigned int mNumWeights;
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS #ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
/// The bone armature node - used for skeleton conversion /**
/// you must enable aiProcess_PopulateArmatureData to populate this * The bone armature node - used for skeleton conversion
* you must enable aiProcess_PopulateArmatureData to populate this
*/
C_STRUCT aiNode *mArmature; C_STRUCT aiNode *mArmature;
/// The bone node in the scene - used for skeleton conversion /**
/// you must enable aiProcess_PopulateArmatureData to populate this * The bone node in the scene - used for skeleton conversion
* you must enable aiProcess_PopulateArmatureData to populate this
*/
C_STRUCT aiNode *mNode; C_STRUCT aiNode *mNode;
#endif #endif
//! The influence weights of this bone, by vertex index. /**
* The influence weights of this bone, by vertex index.
*/
C_STRUCT aiVertexWeight *mWeights; C_STRUCT aiVertexWeight *mWeights;
/** Matrix that transforms from mesh space to bone space in bind pose. /**
* Matrix that transforms from mesh space to bone space in bind pose.
* *
* This matrix describes the position of the mesh * This matrix describes the position of the mesh
* in the local space of this bone when the skeleton was bound. * in the local space of this bone when the skeleton was bound.
@ -338,7 +349,7 @@ struct aiBone {
::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight)); ::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight));
} }
//! Assignment operator //! @brief Assignment operator
aiBone &operator = (const aiBone &other) { aiBone &operator = (const aiBone &other) {
if (this == &other) { if (this == &other) {
return *this; return *this;
@ -352,6 +363,7 @@ struct aiBone {
return *this; return *this;
} }
/// @brief Compare operator.
bool operator==(const aiBone &rhs) const { bool operator==(const aiBone &rhs) const {
if (mName != rhs.mName || mNumWeights != rhs.mNumWeights ) { if (mName != rhs.mName || mNumWeights != rhs.mNumWeights ) {
return false; return false;
@ -365,7 +377,7 @@ struct aiBone {
return true; return true;
} }
//! Destructor - deletes the array of vertex weights //! @brief Destructor - deletes the array of vertex weights
~aiBone() { ~aiBone() {
delete[] mWeights; delete[] mWeights;
} }
@ -381,27 +393,31 @@ struct aiBone {
* @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types. * @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
*/ */
enum aiPrimitiveType { enum aiPrimitiveType {
/** A point primitive. /**
* @brief A point primitive.
* *
* This is just a single vertex in the virtual world, * This is just a single vertex in the virtual world,
* #aiFace contains just one index for such a primitive. * #aiFace contains just one index for such a primitive.
*/ */
aiPrimitiveType_POINT = 0x1, aiPrimitiveType_POINT = 0x1,
/** A line primitive. /**
* @brief A line primitive.
* *
* This is a line defined through a start and an end position. * This is a line defined through a start and an end position.
* #aiFace contains exactly two indices for such a primitive. * #aiFace contains exactly two indices for such a primitive.
*/ */
aiPrimitiveType_LINE = 0x2, aiPrimitiveType_LINE = 0x2,
/** A triangular primitive. /**
* @brief A triangular primitive.
* *
* A triangle consists of three indices. * A triangle consists of three indices.
*/ */
aiPrimitiveType_TRIANGLE = 0x4, aiPrimitiveType_TRIANGLE = 0x4,
/** A higher-level polygon with more than 3 edges. /**
* @brief A higher-level polygon with more than 3 edges.
* *
* A triangle is a polygon, but polygon in this context means * A triangle is a polygon, but polygon in this context means
* "all polygons that are not triangles". The "Triangulate"-Step * "all polygons that are not triangles". The "Triangulate"-Step
@ -411,7 +427,7 @@ enum aiPrimitiveType {
aiPrimitiveType_POLYGON = 0x8, aiPrimitiveType_POLYGON = 0x8,
/** /**
* A flag to determine whether this triangles only mesh is NGON encoded. * @brief A flag to determine whether this triangles only mesh is NGON encoded.
* *
* NGON encoding is a special encoding that tells whether 2 or more consecutive triangles * NGON encoding is a special encoding that tells whether 2 or more consecutive triangles
* should be considered as a triangle fan. This is identified by looking at the first vertex index. * should be considered as a triangle fan. This is identified by looking at the first vertex index.
@ -428,7 +444,8 @@ enum aiPrimitiveType {
*/ */
aiPrimitiveType_NGONEncodingFlag = 0x10, aiPrimitiveType_NGONEncodingFlag = 0x10,
/** This value is not used. It is just here to force the /**
* This value is not used. It is just here to force the
* compiler to map this enum to a 32 Bit integer. * compiler to map this enum to a 32 Bit integer.
*/ */
#ifndef SWIG #ifndef SWIG
@ -494,25 +511,20 @@ struct aiAnimMesh {
float mWeight; float mWeight;
#ifdef __cplusplus #ifdef __cplusplus
/// @brief The class constructor.
aiAnimMesh() AI_NO_EXCEPT aiAnimMesh() AI_NO_EXCEPT :
: mVertices(nullptr), mVertices(nullptr),
mNormals(nullptr), mNormals(nullptr),
mTangents(nullptr), mTangents(nullptr),
mBitangents(nullptr), mBitangents(nullptr),
mColors(), mColors {nullptr},
mTextureCoords(), mTextureCoords{nullptr},
mNumVertices(0), mNumVertices(0),
mWeight(0.0f) { mWeight(0.0f) {
// fixme consider moving this to the ctor initializer list as well // empty
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
mTextureCoords[a] = nullptr;
}
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
mColors[a] = nullptr;
}
} }
/// @brief The class destructor.
~aiAnimMesh() { ~aiAnimMesh() {
delete[] mVertices; delete[] mVertices;
delete[] mNormals; delete[] mNormals;
@ -526,35 +538,51 @@ struct aiAnimMesh {
} }
} }
/** Check whether the anim mesh overrides the vertex positions /**
* of its host mesh*/ * @brief Check whether the anim-mesh overrides the vertex positions
* of its host mesh.
* @return true if positions are stored, false if not.
*/
bool HasPositions() const { bool HasPositions() const {
return mVertices != nullptr; return mVertices != nullptr;
} }
/** Check whether the anim mesh overrides the vertex normals /**
* of its host mesh*/ * @brief Check whether the anim-mesh overrides the vertex normals
* of its host mesh
* @return true if normals are stored, false if not.
*/
bool HasNormals() const { bool HasNormals() const {
return mNormals != nullptr; return mNormals != nullptr;
} }
/** Check whether the anim mesh overrides the vertex tangents /**
* @brief Check whether the anim-mesh overrides the vertex tangents
* and bitangents of its host mesh. As for aiMesh, * and bitangents of its host mesh. As for aiMesh,
* tangents and bitangents always go together. */ * tangents and bitangents always go together.
* @return true if tangents and bi-tangents are stored, false if not.
*/
bool HasTangentsAndBitangents() const { bool HasTangentsAndBitangents() const {
return mTangents != nullptr; return mTangents != nullptr;
} }
/** Check whether the anim mesh overrides a particular /**
* @brief Check whether the anim mesh overrides a particular
* set of vertex colors on his host mesh. * set of vertex colors on his host mesh.
* @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */ * @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS
* @return true if vertex colors are stored, false if not.
*/
bool HasVertexColors(unsigned int pIndex) const { bool HasVertexColors(unsigned int pIndex) const {
return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != nullptr; return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != nullptr;
} }
/** Check whether the anim mesh overrides a particular /**
* @brief Check whether the anim mesh overrides a particular
* set of texture coordinates on his host mesh. * set of texture coordinates on his host mesh.
* @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */ * @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS
* @return true if texture coordinates are stored, false if not.
*/
bool HasTextureCoords(unsigned int pIndex) const { bool HasTextureCoords(unsigned int pIndex) const {
return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != nullptr; return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != nullptr;
} }
@ -588,44 +616,49 @@ enum aiMorphingMethod {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief A mesh represents a geometry or model with a single material. /** @brief A mesh represents a geometry or model with a single material.
* *
* It usually consists of a number of vertices and a series of primitives/faces * It usually consists of a number of vertices and a series of primitives/faces
* referencing the vertices. In addition there might be a series of bones, each * referencing the vertices. In addition there might be a series of bones, each
* of them addressing a number of vertices with a certain weight. Vertex data * of them addressing a number of vertices with a certain weight. Vertex data
* is presented in channels with each channel containing a single per-vertex * is presented in channels with each channel containing a single per-vertex
* information such as a set of texture coordinates or a normal vector. * information such as a set of texture coordinates or a normal vector.
* If a data pointer is non-null, the corresponding data stream is present. * If a data pointer is non-null, the corresponding data stream is present.
* From C++-programs you can also use the comfort functions Has*() to * From C++-programs you can also use the comfort functions Has*() to
* test for the presence of various data streams. * test for the presence of various data streams.
* *
* A Mesh uses only a single material which is referenced by a material ID. * A Mesh uses only a single material which is referenced by a material ID.
* @note The mPositions member is usually not optional. However, vertex positions * @note The mPositions member is usually not optional. However, vertex positions
* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in * *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
* @code * @code
* aiScene::mFlags * aiScene::mFlags
* @endcode * @endcode
*/ */
struct aiMesh { struct aiMesh {
/** Bitwise combination of the members of the #aiPrimitiveType enum. /**
* Bitwise combination of the members of the #aiPrimitiveType enum.
* This specifies which types of primitives are present in the mesh. * This specifies which types of primitives are present in the mesh.
* The "SortByPrimitiveType"-Step can be used to make sure the * The "SortByPrimitiveType"-Step can be used to make sure the
* output meshes consist of one primitive type each. * output meshes consist of one primitive type each.
*/ */
unsigned int mPrimitiveTypes; unsigned int mPrimitiveTypes;
/** The number of vertices in this mesh. /**
* The number of vertices in this mesh.
* This is also the size of all of the per-vertex data arrays. * This is also the size of all of the per-vertex data arrays.
* The maximum value for this member is #AI_MAX_VERTICES. * The maximum value for this member is #AI_MAX_VERTICES.
*/ */
unsigned int mNumVertices; unsigned int mNumVertices;
/** The number of primitives (triangles, polygons, lines) in this mesh. /**
* The number of primitives (triangles, polygons, lines) in this mesh.
* This is also the size of the mFaces array. * This is also the size of the mFaces array.
* The maximum value for this member is #AI_MAX_FACES. * The maximum value for this member is #AI_MAX_FACES.
*/ */
unsigned int mNumFaces; unsigned int mNumFaces;
/** Vertex positions. /**
* @brief Vertex positions.
*
* This array is always present in a mesh. The array is * This array is always present in a mesh. The array is
* mNumVertices in size. * mNumVertices in size.
*/ */
@ -655,7 +688,9 @@ struct aiMesh {
*/ */
C_STRUCT aiVector3D *mNormals; C_STRUCT aiVector3D *mNormals;
/** Vertex tangents. /**
* @brief Vertex tangents.
*
* The tangent of a vertex points in the direction of the positive * The tangent of a vertex points in the direction of the positive
* X texture axis. The array contains normalized vectors, nullptr if * X texture axis. The array contains normalized vectors, nullptr if
* not present. The array is mNumVertices in size. A mesh consisting * not present. The array is mNumVertices in size. A mesh consisting
@ -669,7 +704,9 @@ struct aiMesh {
*/ */
C_STRUCT aiVector3D *mTangents; C_STRUCT aiVector3D *mTangents;
/** Vertex bitangents. /**
* @brief Vertex bitangents.
*
* The bitangent of a vertex points in the direction of the positive * The bitangent of a vertex points in the direction of the positive
* Y texture axis. The array contains normalized vectors, nullptr if not * Y texture axis. The array contains normalized vectors, nullptr if not
* present. The array is mNumVertices in size. * present. The array is mNumVertices in size.
@ -678,20 +715,26 @@ struct aiMesh {
*/ */
C_STRUCT aiVector3D *mBitangents; C_STRUCT aiVector3D *mBitangents;
/** Vertex color sets. /**
* @brief Vertex color sets.
*
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
* colors per vertex. nullptr if not present. Each array is * colors per vertex. nullptr if not present. Each array is
* mNumVertices in size if present. * mNumVertices in size if present.
*/ */
C_STRUCT aiColor4D *mColors[AI_MAX_NUMBER_OF_COLOR_SETS]; C_STRUCT aiColor4D *mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
/** Vertex texture coordinates, also known as UV channels. /**
* @brief Vertex texture coordinates, also known as UV channels.
*
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
* vertex. nullptr if not present. The array is mNumVertices in size. * vertex. nullptr if not present. The array is mNumVertices in size.
*/ */
C_STRUCT aiVector3D *mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; C_STRUCT aiVector3D *mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/** Specifies the number of components for a given UV channel. /**
* @brief Specifies the number of components for a given UV channel.
*
* Up to three channels are supported (UVW, for accessing volume * Up to three channels are supported (UVW, for accessing volume
* or cube maps). If the value is 2 for a given channel n, the * or cube maps). If the value is 2 for a given channel n, the
* component p.z of mTextureCoords[n][p] is set to 0.0f. * component p.z of mTextureCoords[n][p] is set to 0.0f.
@ -700,7 +743,9 @@ struct aiMesh {
*/ */
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS]; unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/** The faces the mesh is constructed from. /**
* @brief The faces the mesh is constructed from.
*
* Each face refers to a number of vertices by their indices. * Each face refers to a number of vertices by their indices.
* This array is always present in a mesh, its size is given * This array is always present in a mesh, its size is given
* in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
@ -708,25 +753,30 @@ struct aiMesh {
*/ */
C_STRUCT aiFace *mFaces; C_STRUCT aiFace *mFaces;
/** The number of bones this mesh contains. /**
* Can be 0, in which case the mBones array is nullptr. * The number of bones this mesh contains. Can be 0, in which case the mBones array is nullptr.
*/ */
unsigned int mNumBones; unsigned int mNumBones;
/** The bones of this mesh. /**
* @brief The bones of this mesh.
*
* A bone consists of a name by which it can be found in the * A bone consists of a name by which it can be found in the
* frame hierarchy and a set of vertex weights. * frame hierarchy and a set of vertex weights.
*/ */
C_STRUCT aiBone **mBones; C_STRUCT aiBone **mBones;
/** The material used by this mesh. /**
* @brief The material used by this mesh.
*
* A mesh uses only a single material. If an imported model uses * A mesh uses only a single material. If an imported model uses
* multiple materials, the import splits up the mesh. Use this value * multiple materials, the import splits up the mesh. Use this value
* as index into the scene's material list. * as index into the scene's material list.
*/ */
unsigned int mMaterialIndex; unsigned int mMaterialIndex;
/** Name of the mesh. Meshes can be named, but this is not a /**
* Name of the mesh. Meshes can be named, but this is not a
* requirement and leaving this field empty is totally fine. * requirement and leaving this field empty is totally fine.
* There are mainly three uses for mesh names: * There are mainly three uses for mesh names:
* - some formats name nodes and meshes independently. * - some formats name nodes and meshes independently.
@ -736,17 +786,19 @@ struct aiMesh {
* aids the caller at recovering the original mesh * aids the caller at recovering the original mesh
* partitioning. * partitioning.
* - Vertex animations refer to meshes by their names. * - Vertex animations refer to meshes by their names.
**/ */
C_STRUCT aiString mName; C_STRUCT aiString mName;
/** The number of attachment meshes. /**
* The number of attachment meshes.
* Currently known to work with loaders: * Currently known to work with loaders:
* - Collada * - Collada
* - gltf * - gltf
*/ */
unsigned int mNumAnimMeshes; unsigned int mNumAnimMeshes;
/** Attachment meshes for this mesh, for vertex-based animation. /**
* Attachment meshes for this mesh, for vertex-based animation.
* Attachment meshes carry replacement data for some of the * Attachment meshes carry replacement data for some of the
* mesh'es vertex components (usually positions, normals). * mesh'es vertex components (usually positions, normals).
* Currently known to work with loaders: * Currently known to work with loaders:
@ -766,7 +818,8 @@ struct aiMesh {
*/ */
C_STRUCT aiAABB mAABB; C_STRUCT aiAABB mAABB;
/** Vertex UV stream names. Pointer to array of size AI_MAX_NUMBER_OF_TEXTURECOORDS /**
* Vertex UV stream names. Pointer to array of size AI_MAX_NUMBER_OF_TEXTURECOORDS
*/ */
C_STRUCT aiString **mTextureCoordsNames; C_STRUCT aiString **mTextureCoordsNames;
@ -781,9 +834,9 @@ struct aiMesh {
mNormals(nullptr), mNormals(nullptr),
mTangents(nullptr), mTangents(nullptr),
mBitangents(nullptr), mBitangents(nullptr),
mColors(), mColors{nullptr},
mTextureCoords(), mTextureCoords{nullptr},
mNumUVComponents(), mNumUVComponents{0},
mFaces(nullptr), mFaces(nullptr),
mNumBones(0), mNumBones(0),
mBones(nullptr), mBones(nullptr),
@ -793,17 +846,10 @@ struct aiMesh {
mMethod(aiMorphingMethod_UNKNOWN), mMethod(aiMorphingMethod_UNKNOWN),
mAABB(), mAABB(),
mTextureCoordsNames(nullptr) { mTextureCoordsNames(nullptr) {
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { // empty
mNumUVComponents[a] = 0;
mTextureCoords[a] = nullptr;
} }
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) { //! @brief The class destructor.
mColors[a] = nullptr;
}
}
//! Deletes all storage allocated for the mesh
~aiMesh() { ~aiMesh() {
delete[] mVertices; delete[] mVertices;
delete[] mNormals; delete[] mNormals;
@ -844,44 +890,58 @@ struct aiMesh {
delete[] mFaces; delete[] mFaces;
} }
//! Check whether the mesh contains positions. Provided no special //! @brief Check whether the mesh contains positions. Provided no special
//! scene flags are set, this will always be true //! scene flags are set, this will always be true
bool HasPositions() const { return mVertices != nullptr && mNumVertices > 0; } //! @return true, if positions are stored, false if not.
bool HasPositions() const {
return mVertices != nullptr && mNumVertices > 0;
}
//! Check whether the mesh contains faces. If no special scene flags //! @brief Check whether the mesh contains faces. If no special scene flags
//! are set this should always return true //! are set this should always return true
bool HasFaces() const { return mFaces != nullptr && mNumFaces > 0; } //! @return true, if faces are stored, false if not.
bool HasFaces() const {
return mFaces != nullptr && mNumFaces > 0;
}
//! Check whether the mesh contains normal vectors //! @brief Check whether the mesh contains normal vectors
bool HasNormals() const { return mNormals != nullptr && mNumVertices > 0; } //! @return true, if normals are stored, false if not.
bool HasNormals() const {
return mNormals != nullptr && mNumVertices > 0;
}
//! Check whether the mesh contains tangent and bitangent vectors //! @brief Check whether the mesh contains tangent and bitangent vectors.
//!
//! It is not possible that it contains tangents and no bitangents //! It is not possible that it contains tangents and no bitangents
//! (or the other way round). The existence of one of them //! (or the other way round). The existence of one of them
//! implies that the second is there, too. //! implies that the second is there, too.
bool HasTangentsAndBitangents() const { return mTangents != nullptr && mBitangents != nullptr && mNumVertices > 0; } //! @return true, if tangents and bi-tangents are stored, false if not.
bool HasTangentsAndBitangents() const {
return mTangents != nullptr && mBitangents != nullptr && mNumVertices > 0;
}
//! Check whether the mesh contains a vertex color set //! @brief Check whether the mesh contains a vertex color set
//! \param pIndex Index of the vertex color set //! @param index Index of the vertex color set
bool HasVertexColors(unsigned int pIndex) const { //! @return true, if vertex colors are stored, false if not.
if (pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS) { bool HasVertexColors(unsigned int index) const {
if (index >= AI_MAX_NUMBER_OF_COLOR_SETS) {
return false; return false;
} else {
return mColors[pIndex] != nullptr && mNumVertices > 0;
} }
return mColors[index] != nullptr && mNumVertices > 0;
} }
//! Check whether the mesh contains a texture coordinate set //! @brief Check whether the mesh contains a texture coordinate set
//! \param pIndex Index of the texture coordinates set //! @param index Index of the texture coordinates set
bool HasTextureCoords(unsigned int pIndex) const { //! @return true, if texture coordinates are stored, false if not.
if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) { bool HasTextureCoords(unsigned int index) const {
if (index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
return false; return false;
} else {
return mTextureCoords[pIndex] != nullptr && mNumVertices > 0;
} }
return (mTextureCoords[index] != nullptr && mNumVertices > 0);
} }
//! Get the number of UV channels the mesh contains //! @brief Get the number of UV channels the mesh contains.
//! @return the number of stored uv-channels.
unsigned int GetNumUVChannels() const { unsigned int GetNumUVChannels() const {
unsigned int n(0); unsigned int n(0);
while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n]) { while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n]) {
@ -891,7 +951,8 @@ struct aiMesh {
return n; return n;
} }
//! Get the number of vertex color channels the mesh contains //! @brief Get the number of vertex color channels the mesh contains.
//! @return The number of stored color channels.
unsigned int GetNumColorChannels() const { unsigned int GetNumColorChannels() const {
unsigned int n(0); unsigned int n(0);
while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n]) { while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n]) {
@ -900,13 +961,15 @@ struct aiMesh {
return n; return n;
} }
//! Check whether the mesh contains bones //! @brief Check whether the mesh contains bones.
//! @return true, if bones are stored.
bool HasBones() const { bool HasBones() const {
return mBones != nullptr && mNumBones > 0; return mBones != nullptr && mNumBones > 0;
} }
//! Check whether the mesh contains a texture coordinate set name //! @brief Check whether the mesh contains a texture coordinate set name
//! \param pIndex Index of the texture coordinates set //! @param pIndex Index of the texture coordinates set
//! @return true, if texture coordinates for the index exists.
bool HasTextureCoordsName(unsigned int pIndex) const { bool HasTextureCoordsName(unsigned int pIndex) const {
if (mTextureCoordsNames == nullptr || pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) { if (mTextureCoordsNames == nullptr || pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
return false; return false;
@ -914,9 +977,9 @@ struct aiMesh {
return mTextureCoordsNames[pIndex] != nullptr; return mTextureCoordsNames[pIndex] != nullptr;
} }
//! Set a texture coordinate set name //! @brief Set a texture coordinate set name
//! \param pIndex Index of the texture coordinates set //! @param pIndex Index of the texture coordinates set
//! \param texCoordsName name of the texture coordinate set //! @param texCoordsName name of the texture coordinate set
void SetTextureCoordsName(unsigned int pIndex, const aiString &texCoordsName) { void SetTextureCoordsName(unsigned int pIndex, const aiString &texCoordsName) {
if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) { if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
return; return;
@ -941,21 +1004,22 @@ struct aiMesh {
*mTextureCoordsNames[pIndex] = texCoordsName; *mTextureCoordsNames[pIndex] = texCoordsName;
} }
//! Get a texture coordinate set name //! @brief Get a texture coordinate set name
//! \param pIndex Index of the texture coordinates set //! @param pIndex Index of the texture coordinates set
const aiString *GetTextureCoordsName(unsigned int pIndex) const { //! @return The texture coordinate name.
if (mTextureCoordsNames == nullptr || pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) { const aiString *GetTextureCoordsName(unsigned int index) const {
if (mTextureCoordsNames == nullptr || index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
return nullptr; return nullptr;
} }
return mTextureCoordsNames[pIndex]; return mTextureCoordsNames[index];
} }
#endif // __cplusplus #endif // __cplusplus
}; };
/** /**
* @brief A skeleton bone represents a single bone in a aiSkeleton instance. * @brief A skeleton bone represents a single bone is a skeleton structure.
* *
* Skeleton-Animations can be represented via a skeleton struct, which describes * Skeleton-Animations can be represented via a skeleton struct, which describes
* a hierarchical tree assembled from skeleton bones. A bone is linked to a mesh. * a hierarchical tree assembled from skeleton bones. A bone is linked to a mesh.
@ -1025,6 +1089,21 @@ struct aiSkeletonBone {
// empty // empty
} }
/// @brief The class constructor with its parent
/// @param parent The parent node index.
aiSkeletonBone(unsigned int parent) :
mParent(parent),
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
mArmature(nullptr),
mNode(nullptr),
#endif
mNumnWeights(0),
mMeshId(nullptr),
mWeights(nullptr),
mOffsetMatrix(),
mLocalMatrix() {
// empty
}
/// @brief The class destructor. /// @brief The class destructor.
~aiSkeletonBone() { ~aiSkeletonBone() {
delete[] mWeights; delete[] mWeights;
@ -1081,4 +1160,6 @@ struct aiSkeleton {
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif //! extern "C" #endif //! extern "C"
#endif // AI_MESH_H_INC #endif // AI_MESH_H_INC

View File

@ -56,6 +56,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <stdint.h> #include <stdint.h>
#endif #endif
#include <assimp/quaternion.h>
// ------------------------------------------------------------------------------- // -------------------------------------------------------------------------------
/** /**
* Enum used to distinguish data types * Enum used to distinguish data types
@ -70,7 +72,9 @@ typedef enum aiMetadataType {
AI_AISTRING = 5, AI_AISTRING = 5,
AI_AIVECTOR3D = 6, AI_AIVECTOR3D = 6,
AI_AIMETADATA = 7, AI_AIMETADATA = 7,
AI_META_MAX = 8, AI_INT64 = 8,
AI_UINT32 = 9,
AI_META_MAX = 10,
#ifndef SWIG #ifndef SWIG
FORCE_32BIT = INT_MAX FORCE_32BIT = INT_MAX
@ -133,6 +137,12 @@ inline aiMetadataType GetAiType(const aiVector3D &) {
inline aiMetadataType GetAiType(const aiMetadata &) { inline aiMetadataType GetAiType(const aiMetadata &) {
return AI_AIMETADATA; return AI_AIMETADATA;
} }
inline aiMetadataType GetAiType(int64_t) {
return AI_INT64;
}
inline aiMetadataType GetAiType(uint32_t) {
return AI_UINT32;
}
#endif // __cplusplus #endif // __cplusplus
@ -215,6 +225,16 @@ struct aiMetadata {
rhs.Get<aiMetadata>(static_cast<unsigned int>(i), v); rhs.Get<aiMetadata>(static_cast<unsigned int>(i), v);
mValues[i].mData = new aiMetadata(v); mValues[i].mData = new aiMetadata(v);
} break; } break;
case AI_INT64: {
int64_t v;
::memcpy(&v, rhs.mValues[i].mData, sizeof(int64_t));
mValues[i].mData = new int64_t(v);
} break;
case AI_UINT32: {
uint32_t v;
::memcpy(&v, rhs.mValues[i].mData, sizeof(uint32_t));
mValues[i].mData = new uint32_t(v);
} break;
#ifndef SWIG #ifndef SWIG
case FORCE_32BIT: case FORCE_32BIT:
#endif #endif
@ -267,6 +287,12 @@ struct aiMetadata {
case AI_AIMETADATA: case AI_AIMETADATA:
delete static_cast<aiMetadata *>(data); delete static_cast<aiMetadata *>(data);
break; break;
case AI_INT64:
delete static_cast<int64_t *>(data);
break;
case AI_UINT32:
delete static_cast<uint32_t *>(data);
break;
#ifndef SWIG #ifndef SWIG
case FORCE_32BIT: case FORCE_32BIT:
#endif #endif
@ -510,6 +536,16 @@ struct aiMetadata {
return false; return false;
} }
} break; } break;
case AI_INT64: {
if (*static_cast<int64_t *>(lhs.mValues[i].mData) != *static_cast<int64_t *>(rhs.mValues[i].mData)) {
return false;
}
} break;
case AI_UINT32: {
if (*static_cast<uint32_t *>(lhs.mValues[i].mData) != *static_cast<uint32_t *>(rhs.mValues[i].mData)) {
return false;
}
} break;
#ifndef SWIG #ifndef SWIG
case FORCE_32BIT: case FORCE_32BIT:
#endif #endif

View File

@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team Copyright (c) 2006-2022, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,
@ -84,7 +82,7 @@ TEST_F( utMetadata, allocTest ) {
} }
TEST_F( utMetadata, get_set_pod_Test ) { TEST_F( utMetadata, get_set_pod_Test ) {
m_data = aiMetadata::Alloc( 5 ); m_data = aiMetadata::Alloc( 7 );
// int, 32 bit // int, 32 bit
unsigned int index( 0 ); unsigned int index( 0 );
@ -137,6 +135,28 @@ TEST_F( utMetadata, get_set_pod_Test ) {
EXPECT_TRUE( success ); EXPECT_TRUE( success );
EXPECT_DOUBLE_EQ( 3.0, result_double ); EXPECT_DOUBLE_EQ( 3.0, result_double );
// int64_t
index++;
const std::string key_int64 = "test_int64";
int64_t val_int64 = 64;
success = m_data->Set(index, key_int64, val_int64);
EXPECT_TRUE(success);
int64_t result_int64(0);
success = m_data->Get(key_int64, result_int64);
EXPECT_TRUE(success);
EXPECT_EQ(result_int64, val_int64);
// uint32
index++;
const std::string key_uint32 = "test_uint32";
int64_t val_uint32 = 32;
success = m_data->Set(index, key_uint32, val_uint32);
EXPECT_TRUE(success);
int64_t result_uint32(0);
success = m_data->Get(key_uint32, result_uint32);
EXPECT_TRUE(success);
EXPECT_EQ(result_uint32, val_uint32);
// error // error
int result; int result;
success = m_data->Get( "bla", result ); success = m_data->Get( "bla", result );
@ -181,6 +201,7 @@ TEST_F( utMetadata, get_set_aiVector3D_Test ) {
EXPECT_TRUE( success ); EXPECT_TRUE( success );
} }
TEST_F( utMetadata, copy_test ) { TEST_F( utMetadata, copy_test ) {
m_data = aiMetadata::Alloc( AI_META_MAX ); m_data = aiMetadata::Alloc( AI_META_MAX );
bool bv = true; bool bv = true;
@ -199,9 +220,12 @@ TEST_F( utMetadata, copy_test ) {
m_data->Set( 6, "aiVector3D", vecVal ); m_data->Set( 6, "aiVector3D", vecVal );
aiMetadata metaVal; aiMetadata metaVal;
m_data->Set( 7, "aiMetadata", metaVal ); m_data->Set( 7, "aiMetadata", metaVal );
int64_t i64 = 64;
aiMetadata copy( *m_data ); m_data->Set(8, "int64_t", i64);
EXPECT_EQ( 8u, copy.mNumProperties ); uint32_t ui32 = 32;
m_data->Set(9, "uint32_t", ui32);
aiMetadata copy(*m_data);
EXPECT_EQ( 10u, copy.mNumProperties );
// bool test // bool test
{ {

View File

@ -55,26 +55,28 @@ constexpr char AICMD_MSG_INFO_HELP_E[] =
"\t-v,--verbose: Print verbose info such as node transform data\n" "\t-v,--verbose: Print verbose info such as node transform data\n"
"\t-s, --silent: Print only minimal info\n"; "\t-s, --silent: Print only minimal info\n";
constexpr char TREE_BRANCH_ASCII[] = "|-";
constexpr char TREE_BRANCH_UTF8[] = "\xe2\x94\x9c\xe2\x95\xb4";
constexpr char TREE_STOP_ASCII[] = "'-";
constexpr char TREE_STOP_UTF8[] = "\xe2\x94\x94\xe2\x95\xb4";
constexpr char TREE_CONTINUE_ASCII[] = "| ";
constexpr char TREE_CONTINUE_UTF8[] = "\xe2\x94\x82 ";
// note: by default this is using utf-8 text. // note: by default this is using utf-8 text.
// this is well supported on pretty much any linux terminal. // this is well supported on pretty much any linux terminal.
// if this causes problems on some platform, // if this causes problems on some platform,
// put an #ifdef to use the ascii version for that platform. // put an #ifdef to use the ascii version for that platform.
#ifdef _WIN32 #ifdef _WIN32
constexpr char TREE_BRANCH_ASCII[] = "|-";
constexpr char TREE_STOP_ASCII[] = "'-";
constexpr char TREE_CONTINUE_ASCII[] = "| ";
const char *TREE_BRANCH = TREE_BRANCH_ASCII; const char *TREE_BRANCH = TREE_BRANCH_ASCII;
const char *TREE_STOP = TREE_STOP_ASCII; const char *TREE_STOP = TREE_STOP_ASCII;
const char *TREE_CONTINUE = TREE_CONTINUE_ASCII; const char *TREE_CONTINUE = TREE_CONTINUE_ASCII;
#else #else // _WIN32
constexpr char TREE_BRANCH_UTF8[] = "\xe2\x94\x9c\xe2\x95\xb4";
constexpr char TREE_STOP_UTF8[] = "\xe2\x94\x94\xe2\x95\xb4";
constexpr char TREE_CONTINUE_UTF8[] = "\xe2\x94\x82 ";
const char *TREE_BRANCH = TREE_BRANCH_UTF8; const char *TREE_BRANCH = TREE_BRANCH_UTF8;
const char *TREE_STOP = TREE_STOP_UTF8; const char *TREE_STOP = TREE_STOP_UTF8;
const char *TREE_CONTINUE = TREE_CONTINUE_UTF8; const char *TREE_CONTINUE = TREE_CONTINUE_UTF8;
#endif #endif // _WIN32
// ----------------------------------------------------------------------------------- // -----------------------------------------------------------------------------------
unsigned int CountNodes(const aiNode *root) { unsigned int CountNodes(const aiNode *root) {